Coverage Report

Created: 2023-11-28 01:12

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.90.0
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// (main code and documentation)
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// Help:
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// - See links below.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// - Read top of imgui.cpp for more details, links and comments.
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// Resources:
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// - FAQ                   https://dearimgui.com/faq
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// - Getting Started       https://dearimgui.com/getting-started
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// - Homepage              https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// - Tests & Automation    https://github.com/ocornut/imgui_test_engine
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// For first-time users having issues compiling/linking/running/loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Copyright (c) 2014-2023 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed primarily for developers and content-creators, not the typical end-user!
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 Some of the current weaknesses (which we aim to address in the future) includes:
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 - Doesn't look fancy.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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   data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - This codebase aims to be highly optimized:
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   - A typical idle frame should never call malloc/free.
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   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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 - This codebase aims to be both highly opinionated and highly flexible:
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   - This code works because of the things it choose to solve or not solve.
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   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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     This is to increase compatibility, increase maintainability and facilitate use from other languages.
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   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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     (so don't use ImVector in your code or at our own risk!).
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   - Building: We don't use nor mandate a build system for the main library.
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     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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     This is also because providing a build system for the main library would be of little-value.
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     The build problems are almost never coming from the main library but from specific backends.
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Update submodule or copy/overwrite every file.
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 - About imconfig.h:
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   - You may modify your copy of imconfig.h, in this case don't overwrite it.
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   - or you may locally branch to modify imconfig.h and merge/rebase latest.
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   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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     specify a custom path for your imconfig.h file and instead not have to modify the default one.
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date!
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - See https://github.com/ocornut/imgui/wiki/Getting-Started.
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = nullptr;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
402
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
403
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
404
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
405
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
406
407
                 // The texture for the draw call is specified by pcmd->GetTexID().
408
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
409
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
410
411
                 // Render 'pcmd->ElemCount/3' indexed triangles.
412
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
413
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
414
             }
415
          }
416
       }
417
    }
418
419
420
 API BREAKING CHANGES
421
 ====================
422
423
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
424
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
425
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
426
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
427
428
(Docking/Viewport Branch)
429
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
430
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
431
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
432
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
433
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
434
435
 - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete).
436
 - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete).
437
                         those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.
438
 - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
439
                           - old: BeginChild("Name", size, true)
440
                           - new: BeginChild("Name", size, ImGuiChildFlags_Border)
441
                           - old: BeginChild("Name", size, false)
442
                           - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
443
 - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow.
444
                           - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
445
                           - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
446
 - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user).
447
 - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631)
448
 - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete).
449
                           - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...)
450
                           - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
451
                           - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
452
                           - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
453
 - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions:
454
                           - GetWindowContentRegionWidth()  -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful.
455
                           - ImDrawCornerFlags_XXX          -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources.
456
                       - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details
457
 - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!
458
 - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)
459
 - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).
460
 - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).
461
 - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.
462
 - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)
463
 - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.
464
 - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
465
 - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
466
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
467
                           - ListBoxFooter()  -> use EndListBox()
468
 - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
469
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
470
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
471
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
472
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
473
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
474
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
475
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
476
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
477
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
478
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
479
                         it has been frequently requested by people to use our own. We had an opt-in define which was
480
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
481
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
482
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
483
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
484
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
485
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
486
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
487
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
488
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
489
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
490
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
491
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
492
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
493
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
494
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
495
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
496
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
497
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
498
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
499
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
500
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
501
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
502
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
503
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
504
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
505
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
506
                         - previously this would make the window content size ~200x200:
507
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
508
                         - instead, please submit an item:
509
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
510
                         - alternative:
511
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
512
                         - content size is now only extended when submitting an item!
513
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
514
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
515
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
516
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
517
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
518
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
519
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
520
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
521
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
522
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
523
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
524
                        - Official backends from 1.87+                  -> no issue.
525
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
526
                        - Custom backends not writing to io.NavInputs[] -> no issue.
527
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
528
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
529
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
530
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
531
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
532
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
533
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
534
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
535
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
536
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
537
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
538
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
539
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
540
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
541
                       read https://github.com/ocornut/imgui/issues/4921 for details.
542
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
543
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
544
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
545
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
546
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
547
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
548
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
549
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
550
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
551
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
552
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
553
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
554
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
555
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
556
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
557
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
558
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
559
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
560
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
561
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
562
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
563
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
564
                        - if you are using official backends from the source tree: you have nothing to do.
565
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
566
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
567
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
568
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
569
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
570
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
571
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
572
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
573
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
574
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
575
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
576
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
577
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
578
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
579
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
580
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
581
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
582
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
583
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
584
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
585
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
586
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
587
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
588
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
589
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
590
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
591
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
592
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
593
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
594
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
595
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
596
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
597
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
598
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
599
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
600
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
601
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
602
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
603
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
604
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
605
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
606
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
607
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
608
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
609
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
610
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
611
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
612
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
613
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
614
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
615
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
616
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
617
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
618
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
619
                       - if you omitted the 'power' parameter (likely!), you are not affected.
620
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
621
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
622
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
623
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
624
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
625
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
626
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
627
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
628
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
629
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
630
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
631
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
632
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
633
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
634
                       - ShowTestWindow()                    -> use ShowDemoWindow()
635
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
636
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
637
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
638
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
639
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
640
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
641
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
642
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
643
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
644
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
645
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
646
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
647
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
648
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
649
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
650
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
651
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
652
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
653
                       - ImFont::Glyph                       -> use ImFontGlyph
654
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
655
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
656
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
657
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
658
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
659
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
660
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
661
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
662
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
663
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
664
                       Please reach out if you are affected.
665
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
666
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
667
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
668
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
669
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
670
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
671
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
672
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
673
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
674
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
675
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
676
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
677
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
678
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
679
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
680
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
681
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
682
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
683
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
684
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
685
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
686
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
687
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
688
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
689
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
690
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
691
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
692
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
693
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
694
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
695
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
696
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
697
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
698
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
699
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
700
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
701
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
702
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
703
                       consistent with other functions. Kept redirection functions (will obsolete).
704
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
705
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
706
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
707
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
708
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
709
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
710
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
711
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
712
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
713
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
714
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
715
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
716
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
717
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
718
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
719
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
720
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
721
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
722
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
723
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
724
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
725
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
726
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
727
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
728
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
729
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
730
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
731
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
732
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
733
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
734
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
735
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
736
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
737
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
738
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
739
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
740
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
741
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
742
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
743
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
744
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
745
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
746
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
747
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
748
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
749
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
750
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
751
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
752
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
753
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
754
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
755
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
756
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
757
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
758
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
759
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
760
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
761
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
762
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
763
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
764
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
765
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
766
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
767
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
768
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
769
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
770
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
771
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
772
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
773
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
774
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
775
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
776
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
777
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
778
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
779
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
780
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
781
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
782
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
783
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
784
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
785
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
786
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
787
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
788
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
789
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
790
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
791
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
792
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
793
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
794
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
795
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
796
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
797
                     - the signature of the io.RenderDrawListsFn handler has changed!
798
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
799
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
800
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
801
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
802
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
803
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
804
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
805
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
806
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
807
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
808
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
809
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
810
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
811
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
812
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
813
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
814
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
815
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
816
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
817
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
818
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
819
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
820
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
821
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
822
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
823
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
824
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
825
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
826
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
827
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
828
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
829
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
830
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
831
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
832
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
833
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
834
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
835
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
836
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
837
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
838
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
839
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
840
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
841
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
842
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
843
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
844
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
845
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
846
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
847
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
848
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
849
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
850
851
852
 FREQUENTLY ASKED QUESTIONS (FAQ)
853
 ================================
854
855
 Read all answers online:
856
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
857
 Read all answers locally (with a text editor or ideally a Markdown viewer):
858
   docs/FAQ.md
859
 Some answers are copied down here to facilitate searching in code.
860
861
 Q&A: Basics
862
 ===========
863
864
 Q: Where is the documentation?
865
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
866
    - Run the examples/ applications and explore them.
867
    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
868
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
869
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
870
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
871
    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
872
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
873
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
874
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
875
    - Your programming IDE is your friend, find the type or function declaration to find comments
876
      associated with it.
877
878
 Q: What is this library called?
879
 Q: Which version should I get?
880
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
881
 >> See https://www.dearimgui.com/faq for details.
882
883
 Q&A: Integration
884
 ================
885
886
 Q: How to get started?
887
 A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
888
889
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
890
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
891
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
892
893
 Q. How can I enable keyboard or gamepad controls?
894
 Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
895
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
896
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
897
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
898
 >> See https://www.dearimgui.com/faq
899
900
 Q&A: Usage
901
 ----------
902
903
 Q: About the ID Stack system..
904
   - Why is my widget not reacting when I click on it?
905
   - How can I have widgets with an empty label?
906
   - How can I have multiple widgets with the same label?
907
   - How can I have multiple windows with the same label?
908
 Q: How can I display an image? What is ImTextureID, how does it work?
909
 Q: How can I use my own math types instead of ImVec2?
910
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
911
 Q: How can I display custom shapes? (using low-level ImDrawList API)
912
 >> See https://www.dearimgui.com/faq
913
914
 Q&A: Fonts, Text
915
 ================
916
917
 Q: How should I handle DPI in my application?
918
 Q: How can I load a different font than the default?
919
 Q: How can I easily use icons in my application?
920
 Q: How can I load multiple fonts?
921
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
922
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
923
924
 Q&A: Concerns
925
 =============
926
927
 Q: Who uses Dear ImGui?
928
 Q: Can you create elaborate/serious tools with Dear ImGui?
929
 Q: Can you reskin the look of Dear ImGui?
930
 Q: Why using C++ (as opposed to C)?
931
 >> See https://www.dearimgui.com/faq
932
933
 Q&A: Community
934
 ==============
935
936
 Q: How can I help?
937
 A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui!
938
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
939
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
940
      Also see https://github.com/ocornut/imgui/wiki/Sponsors
941
    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
942
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
943
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
944
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
945
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
946
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
947
948
*/
949
950
//-------------------------------------------------------------------------
951
// [SECTION] INCLUDES
952
//-------------------------------------------------------------------------
953
954
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
955
#define _CRT_SECURE_NO_WARNINGS
956
#endif
957
958
#ifndef IMGUI_DEFINE_MATH_OPERATORS
959
#define IMGUI_DEFINE_MATH_OPERATORS
960
#endif
961
962
#include "imgui.h"
963
#ifndef IMGUI_DISABLE
964
#include "imgui_internal.h"
965
966
// System includes
967
#include <stdio.h>      // vsnprintf, sscanf, printf
968
#include <stdint.h>     // intptr_t
969
970
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
971
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
972
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
973
#endif
974
975
// [Windows] OS specific includes (optional)
976
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
977
#define IMGUI_DISABLE_WIN32_FUNCTIONS
978
#endif
979
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
980
#ifndef WIN32_LEAN_AND_MEAN
981
#define WIN32_LEAN_AND_MEAN
982
#endif
983
#ifndef NOMINMAX
984
#define NOMINMAX
985
#endif
986
#ifndef __MINGW32__
987
#include <Windows.h>        // _wfopen, OpenClipboard
988
#else
989
#include <windows.h>
990
#endif
991
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
992
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
993
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
994
#endif
995
#endif
996
997
// [Apple] OS specific includes
998
#if defined(__APPLE__)
999
#include <TargetConditionals.h>
1000
#endif
1001
1002
// Visual Studio warnings
1003
#ifdef _MSC_VER
1004
#pragma warning (disable: 4127)             // condition expression is constant
1005
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
1006
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
1007
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
1008
#endif
1009
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
1010
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
1011
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
1012
#endif
1013
1014
// Clang/GCC warnings with -Weverything
1015
#if defined(__clang__)
1016
#if __has_warning("-Wunknown-warning-option")
1017
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
1018
#endif
1019
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
1020
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
1021
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
1022
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
1023
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
1024
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
1025
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
1026
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
1027
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
1028
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
1029
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
1030
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
1031
#elif defined(__GNUC__)
1032
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
1033
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
1034
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
1035
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
1036
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
1037
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
1038
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
1039
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
1040
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
1041
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
1042
#endif
1043
1044
// Debug options
1045
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
1046
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
1047
1048
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
1049
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
1050
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
1051
1052
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1053
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1054
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1055
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1056
1057
// Tooltip offset
1058
static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale
1059
1060
// Docking
1061
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1062
1063
//-------------------------------------------------------------------------
1064
// [SECTION] FORWARD DECLARATIONS
1065
//-------------------------------------------------------------------------
1066
1067
static void             SetCurrentWindow(ImGuiWindow* window);
1068
static void             FindHoveredWindow();
1069
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1070
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1071
1072
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1073
1074
// Settings
1075
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1076
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1077
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1078
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1079
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1080
1081
// Platform Dependents default implementation for IO functions
1082
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1083
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1084
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1085
1086
namespace ImGui
1087
{
1088
// Navigation
1089
static void             NavUpdate();
1090
static void             NavUpdateWindowing();
1091
static void             NavUpdateWindowingOverlay();
1092
static void             NavUpdateCancelRequest();
1093
static void             NavUpdateCreateMoveRequest();
1094
static void             NavUpdateCreateTabbingRequest();
1095
static float            NavUpdatePageUpPageDown();
1096
static inline void      NavUpdateAnyRequestFlag();
1097
static void             NavUpdateCreateWrappingRequest();
1098
static void             NavEndFrame();
1099
static bool             NavScoreItem(ImGuiNavItemData* result);
1100
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1101
static void             NavProcessItem();
1102
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1103
static ImVec2           NavCalcPreferredRefPos();
1104
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1105
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1106
static void             NavRestoreLayer(ImGuiNavLayer layer);
1107
static int              FindWindowFocusIndex(ImGuiWindow* window);
1108
1109
// Error Checking and Debug Tools
1110
static void             ErrorCheckNewFrameSanityChecks();
1111
static void             ErrorCheckEndFrameSanityChecks();
1112
static void             UpdateDebugToolItemPicker();
1113
static void             UpdateDebugToolStackQueries();
1114
1115
// Inputs
1116
static void             UpdateKeyboardInputs();
1117
static void             UpdateMouseInputs();
1118
static void             UpdateMouseWheel();
1119
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1120
1121
// Misc
1122
static void             UpdateSettings();
1123
static int              UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1124
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1125
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1126
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1127
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1128
static void             RenderDimmedBackgrounds();
1129
1130
// Viewports
1131
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1132
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1133
static void             DestroyViewport(ImGuiViewportP* viewport);
1134
static void             UpdateViewportsNewFrame();
1135
static void             UpdateViewportsEndFrame();
1136
static void             WindowSelectViewport(ImGuiWindow* window);
1137
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1138
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1139
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1140
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1141
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1142
static int              FindPlatformMonitorForRect(const ImRect& r);
1143
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1144
1145
}
1146
1147
//-----------------------------------------------------------------------------
1148
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1149
//-----------------------------------------------------------------------------
1150
1151
// DLL users:
1152
// - Heaps and globals are not shared across DLL boundaries!
1153
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1154
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1155
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1156
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1157
1158
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1159
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1160
//   Change to a different context by calling ImGui::SetCurrentContext().
1161
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1162
//   If you want thread-safety to allow N threads to access N different contexts:
1163
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1164
//         struct ImGuiContext;
1165
//         extern thread_local ImGuiContext* MyImGuiTLS;
1166
//         #define GImGui MyImGuiTLS
1167
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1168
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1169
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1170
// - DLL users: read comments above.
1171
#ifndef GImGui
1172
ImGuiContext*   GImGui = NULL;
1173
#endif
1174
1175
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1176
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1177
// - DLL users: read comments above.
1178
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1179
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1180
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1181
#else
1182
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1183
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1184
#endif
1185
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1186
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1187
static void*                GImAllocatorUserData = NULL;
1188
1189
//-----------------------------------------------------------------------------
1190
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1191
//-----------------------------------------------------------------------------
1192
1193
ImGuiStyle::ImGuiStyle()
1194
0
{
1195
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1196
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1197
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1198
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1199
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1200
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1201
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1202
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1203
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1204
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1205
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1206
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1207
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1208
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1209
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1210
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1211
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1212
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.
1213
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1214
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1215
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1216
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1217
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1218
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1219
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1220
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1221
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1222
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1223
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1224
0
    TabBarBorderSize        = 1.0f;             // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
1225
0
    TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees).
1226
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1227
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1228
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1229
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1230
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1231
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1232
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1233
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1234
0
    DockingSeparatorSize    = 2.0f;             // Thickness of resizing border between docked windows
1235
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1236
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1237
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1238
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1239
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1240
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1241
1242
    // Behaviors
1243
0
    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
1244
0
    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
1245
0
    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
1246
0
    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
1247
0
    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.
1248
1249
    // Default theme
1250
0
    ImGui::StyleColorsDark(this);
1251
0
}
1252
1253
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1254
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1255
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1256
0
{
1257
0
    WindowPadding = ImTrunc(WindowPadding * scale_factor);
1258
0
    WindowRounding = ImTrunc(WindowRounding * scale_factor);
1259
0
    WindowMinSize = ImTrunc(WindowMinSize * scale_factor);
1260
0
    ChildRounding = ImTrunc(ChildRounding * scale_factor);
1261
0
    PopupRounding = ImTrunc(PopupRounding * scale_factor);
1262
0
    FramePadding = ImTrunc(FramePadding * scale_factor);
1263
0
    FrameRounding = ImTrunc(FrameRounding * scale_factor);
1264
0
    ItemSpacing = ImTrunc(ItemSpacing * scale_factor);
1265
0
    ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor);
1266
0
    CellPadding = ImTrunc(CellPadding * scale_factor);
1267
0
    TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor);
1268
0
    IndentSpacing = ImTrunc(IndentSpacing * scale_factor);
1269
0
    ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor);
1270
0
    ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor);
1271
0
    ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor);
1272
0
    GrabMinSize = ImTrunc(GrabMinSize * scale_factor);
1273
0
    GrabRounding = ImTrunc(GrabRounding * scale_factor);
1274
0
    LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor);
1275
0
    TabRounding = ImTrunc(TabRounding * scale_factor);
1276
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1277
0
    SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
1278
0
    DockingSeparatorSize = ImTrunc(DockingSeparatorSize * scale_factor);
1279
0
    DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor);
1280
0
    DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor);
1281
0
    MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor);
1282
0
}
1283
1284
ImGuiIO::ImGuiIO()
1285
0
{
1286
    // Most fields are initialized with zero
1287
0
    memset(this, 0, sizeof(*this));
1288
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1289
1290
    // Settings
1291
0
    ConfigFlags = ImGuiConfigFlags_None;
1292
0
    BackendFlags = ImGuiBackendFlags_None;
1293
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1294
0
    DeltaTime = 1.0f / 60.0f;
1295
0
    IniSavingRate = 5.0f;
1296
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1297
0
    LogFilename = "imgui_log.txt";
1298
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1299
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1300
        KeyMap[i] = -1;
1301
#endif
1302
0
    UserData = NULL;
1303
1304
0
    Fonts = NULL;
1305
0
    FontGlobalScale = 1.0f;
1306
0
    FontDefault = NULL;
1307
0
    FontAllowUserScaling = false;
1308
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1309
1310
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1311
0
    ConfigDockingNoSplit = false;
1312
0
    ConfigDockingWithShift = false;
1313
0
    ConfigDockingAlwaysTabBar = false;
1314
0
    ConfigDockingTransparentPayload = false;
1315
1316
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1317
0
    ConfigViewportsNoAutoMerge = false;
1318
0
    ConfigViewportsNoTaskBarIcon = false;
1319
0
    ConfigViewportsNoDecoration = true;
1320
0
    ConfigViewportsNoDefaultParent = false;
1321
1322
    // Miscellaneous options
1323
0
    MouseDrawCursor = false;
1324
#ifdef __APPLE__
1325
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1326
#else
1327
0
    ConfigMacOSXBehaviors = false;
1328
0
#endif
1329
0
    ConfigInputTrickleEventQueue = true;
1330
0
    ConfigInputTextCursorBlink = true;
1331
0
    ConfigInputTextEnterKeepActive = false;
1332
0
    ConfigDragClickToInputText = false;
1333
0
    ConfigWindowsResizeFromEdges = true;
1334
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1335
0
    ConfigMemoryCompactTimer = 60.0f;
1336
0
    ConfigDebugBeginReturnValueOnce = false;
1337
0
    ConfigDebugBeginReturnValueLoop = false;
1338
1339
    // Inputs Behaviors
1340
0
    MouseDoubleClickTime = 0.30f;
1341
0
    MouseDoubleClickMaxDist = 6.0f;
1342
0
    MouseDragThreshold = 6.0f;
1343
0
    KeyRepeatDelay = 0.275f;
1344
0
    KeyRepeatRate = 0.050f;
1345
1346
    // Platform Functions
1347
    // Note: Initialize() will setup default clipboard/ime handlers.
1348
0
    BackendPlatformName = BackendRendererName = NULL;
1349
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1350
0
    PlatformLocaleDecimalPoint = '.';
1351
1352
    // Input (NB: we already have memset zero the entire structure!)
1353
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1354
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1355
0
    MouseSource = ImGuiMouseSource_Mouse;
1356
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1357
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1358
0
    AppAcceptingEvents = true;
1359
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1360
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1361
0
}
1362
1363
// Pass in translated ASCII characters for text input.
1364
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1365
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1366
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1367
void ImGuiIO::AddInputCharacter(unsigned int c)
1368
0
{
1369
0
    IM_ASSERT(Ctx != NULL);
1370
0
    ImGuiContext& g = *Ctx;
1371
0
    if (c == 0 || !AppAcceptingEvents)
1372
0
        return;
1373
1374
0
    ImGuiInputEvent e;
1375
0
    e.Type = ImGuiInputEventType_Text;
1376
0
    e.Source = ImGuiInputSource_Keyboard;
1377
0
    e.EventId = g.InputEventsNextEventId++;
1378
0
    e.Text.Char = c;
1379
0
    g.InputEventsQueue.push_back(e);
1380
0
}
1381
1382
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1383
// we should save the high surrogate.
1384
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1385
0
{
1386
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1387
0
        return;
1388
1389
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1390
0
    {
1391
0
        if (InputQueueSurrogate != 0)
1392
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1393
0
        InputQueueSurrogate = c;
1394
0
        return;
1395
0
    }
1396
1397
0
    ImWchar cp = c;
1398
0
    if (InputQueueSurrogate != 0)
1399
0
    {
1400
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1401
0
        {
1402
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1403
0
        }
1404
0
        else
1405
0
        {
1406
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1407
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1408
#else
1409
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1410
#endif
1411
0
        }
1412
1413
0
        InputQueueSurrogate = 0;
1414
0
    }
1415
0
    AddInputCharacter((unsigned)cp);
1416
0
}
1417
1418
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1419
0
{
1420
0
    if (!AppAcceptingEvents)
1421
0
        return;
1422
0
    while (*utf8_chars != 0)
1423
0
    {
1424
0
        unsigned int c = 0;
1425
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1426
0
        AddInputCharacter(c);
1427
0
    }
1428
0
}
1429
1430
// Clear all incoming events.
1431
void ImGuiIO::ClearEventsQueue()
1432
0
{
1433
0
    IM_ASSERT(Ctx != NULL);
1434
0
    ImGuiContext& g = *Ctx;
1435
0
    g.InputEventsQueue.clear();
1436
0
}
1437
1438
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
1439
void ImGuiIO::ClearInputKeys()
1440
0
{
1441
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1442
    memset(KeysDown, 0, sizeof(KeysDown));
1443
#endif
1444
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1445
0
    {
1446
0
        KeysData[n].Down             = false;
1447
0
        KeysData[n].DownDuration     = -1.0f;
1448
0
        KeysData[n].DownDurationPrev = -1.0f;
1449
0
    }
1450
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1451
0
    KeyMods = ImGuiMod_None;
1452
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1453
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1454
0
    {
1455
0
        MouseDown[n] = false;
1456
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1457
0
    }
1458
0
    MouseWheel = MouseWheelH = 0.0f;
1459
0
    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
1460
0
}
1461
1462
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
1463
// Current frame character buffer is now also cleared by ClearInputKeys().
1464
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
1465
void ImGuiIO::ClearInputCharacters()
1466
{
1467
    InputQueueCharacters.resize(0);
1468
}
1469
#endif
1470
1471
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1472
0
{
1473
0
    ImGuiContext& g = *ctx;
1474
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1475
0
    {
1476
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1477
0
        if (e->Type != type)
1478
0
            continue;
1479
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1480
0
            continue;
1481
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1482
0
            continue;
1483
0
        return e;
1484
0
    }
1485
0
    return NULL;
1486
0
}
1487
1488
// Queue a new key down/up event.
1489
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1490
// - bool down:          Is the key down? use false to signify a key release.
1491
// - float analog_value: 0.0f..1.0f
1492
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1493
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1494
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1495
0
{
1496
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1497
0
    IM_ASSERT(Ctx != NULL);
1498
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1499
0
        return;
1500
0
    ImGuiContext& g = *Ctx;
1501
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1502
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1503
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1504
1505
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1506
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1507
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1508
    if (BackendUsingLegacyKeyArrays == -1)
1509
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1510
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1511
    BackendUsingLegacyKeyArrays = 0;
1512
#endif
1513
0
    if (ImGui::IsGamepadKey(key))
1514
0
        BackendUsingLegacyNavInputArray = false;
1515
1516
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1517
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1518
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1519
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1520
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1521
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1522
0
        return;
1523
1524
    // Add event
1525
0
    ImGuiInputEvent e;
1526
0
    e.Type = ImGuiInputEventType_Key;
1527
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1528
0
    e.EventId = g.InputEventsNextEventId++;
1529
0
    e.Key.Key = key;
1530
0
    e.Key.Down = down;
1531
0
    e.Key.AnalogValue = analog_value;
1532
0
    g.InputEventsQueue.push_back(e);
1533
0
}
1534
1535
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1536
0
{
1537
0
    if (!AppAcceptingEvents)
1538
0
        return;
1539
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1540
0
}
1541
1542
// [Optional] Call after AddKeyEvent().
1543
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1544
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1545
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1546
0
{
1547
0
    if (key == ImGuiKey_None)
1548
0
        return;
1549
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1550
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1551
0
    IM_UNUSED(native_keycode);  // Yet unused
1552
0
    IM_UNUSED(native_scancode); // Yet unused
1553
1554
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1555
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1556
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1557
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1558
        return;
1559
    KeyMap[legacy_key] = key;
1560
    KeyMap[key] = legacy_key;
1561
#else
1562
0
    IM_UNUSED(key);
1563
0
    IM_UNUSED(native_legacy_index);
1564
0
#endif
1565
0
}
1566
1567
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1568
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1569
0
{
1570
0
    AppAcceptingEvents = accepting_events;
1571
0
}
1572
1573
// Queue a mouse move event
1574
void ImGuiIO::AddMousePosEvent(float x, float y)
1575
0
{
1576
0
    IM_ASSERT(Ctx != NULL);
1577
0
    ImGuiContext& g = *Ctx;
1578
0
    if (!AppAcceptingEvents)
1579
0
        return;
1580
1581
    // Apply same flooring as UpdateMouseInputs()
1582
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y);
1583
1584
    // Filter duplicate
1585
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1586
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1587
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1588
0
        return;
1589
1590
0
    ImGuiInputEvent e;
1591
0
    e.Type = ImGuiInputEventType_MousePos;
1592
0
    e.Source = ImGuiInputSource_Mouse;
1593
0
    e.EventId = g.InputEventsNextEventId++;
1594
0
    e.MousePos.PosX = pos.x;
1595
0
    e.MousePos.PosY = pos.y;
1596
0
    e.MousePos.MouseSource = g.InputEventsNextMouseSource;
1597
0
    g.InputEventsQueue.push_back(e);
1598
0
}
1599
1600
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1601
0
{
1602
0
    IM_ASSERT(Ctx != NULL);
1603
0
    ImGuiContext& g = *Ctx;
1604
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1605
0
    if (!AppAcceptingEvents)
1606
0
        return;
1607
1608
    // Filter duplicate
1609
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1610
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1611
0
    if (latest_button_down == down)
1612
0
        return;
1613
1614
0
    ImGuiInputEvent e;
1615
0
    e.Type = ImGuiInputEventType_MouseButton;
1616
0
    e.Source = ImGuiInputSource_Mouse;
1617
0
    e.EventId = g.InputEventsNextEventId++;
1618
0
    e.MouseButton.Button = mouse_button;
1619
0
    e.MouseButton.Down = down;
1620
0
    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;
1621
0
    g.InputEventsQueue.push_back(e);
1622
0
}
1623
1624
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1625
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1626
0
{
1627
0
    IM_ASSERT(Ctx != NULL);
1628
0
    ImGuiContext& g = *Ctx;
1629
1630
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1631
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1632
0
        return;
1633
1634
0
    ImGuiInputEvent e;
1635
0
    e.Type = ImGuiInputEventType_MouseWheel;
1636
0
    e.Source = ImGuiInputSource_Mouse;
1637
0
    e.EventId = g.InputEventsNextEventId++;
1638
0
    e.MouseWheel.WheelX = wheel_x;
1639
0
    e.MouseWheel.WheelY = wheel_y;
1640
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1641
0
    g.InputEventsQueue.push_back(e);
1642
0
}
1643
1644
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1645
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1646
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1647
0
{
1648
0
    IM_ASSERT(Ctx != NULL);
1649
0
    ImGuiContext& g = *Ctx;
1650
0
    g.InputEventsNextMouseSource = source;
1651
0
}
1652
1653
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1654
0
{
1655
0
    IM_ASSERT(Ctx != NULL);
1656
0
    ImGuiContext& g = *Ctx;
1657
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1658
0
    if (!AppAcceptingEvents)
1659
0
        return;
1660
1661
    // Filter duplicate
1662
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1663
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1664
0
    if (latest_viewport_id == viewport_id)
1665
0
        return;
1666
1667
0
    ImGuiInputEvent e;
1668
0
    e.Type = ImGuiInputEventType_MouseViewport;
1669
0
    e.Source = ImGuiInputSource_Mouse;
1670
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1671
0
    g.InputEventsQueue.push_back(e);
1672
0
}
1673
1674
void ImGuiIO::AddFocusEvent(bool focused)
1675
0
{
1676
0
    IM_ASSERT(Ctx != NULL);
1677
0
    ImGuiContext& g = *Ctx;
1678
1679
    // Filter duplicate
1680
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1681
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1682
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1683
0
        return;
1684
1685
0
    ImGuiInputEvent e;
1686
0
    e.Type = ImGuiInputEventType_Focus;
1687
0
    e.EventId = g.InputEventsNextEventId++;
1688
0
    e.AppFocused.Focused = focused;
1689
0
    g.InputEventsQueue.push_back(e);
1690
0
}
1691
1692
//-----------------------------------------------------------------------------
1693
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1694
//-----------------------------------------------------------------------------
1695
1696
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1697
0
{
1698
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1699
0
    ImVec2 p_last = p1;
1700
0
    ImVec2 p_closest;
1701
0
    float p_closest_dist2 = FLT_MAX;
1702
0
    float t_step = 1.0f / (float)num_segments;
1703
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1704
0
    {
1705
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1706
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1707
0
        float dist2 = ImLengthSqr(p - p_line);
1708
0
        if (dist2 < p_closest_dist2)
1709
0
        {
1710
0
            p_closest = p_line;
1711
0
            p_closest_dist2 = dist2;
1712
0
        }
1713
0
        p_last = p_current;
1714
0
    }
1715
0
    return p_closest;
1716
0
}
1717
1718
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1719
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1720
0
{
1721
0
    float dx = x4 - x1;
1722
0
    float dy = y4 - y1;
1723
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1724
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1725
0
    d2 = (d2 >= 0) ? d2 : -d2;
1726
0
    d3 = (d3 >= 0) ? d3 : -d3;
1727
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1728
0
    {
1729
0
        ImVec2 p_current(x4, y4);
1730
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1731
0
        float dist2 = ImLengthSqr(p - p_line);
1732
0
        if (dist2 < p_closest_dist2)
1733
0
        {
1734
0
            p_closest = p_line;
1735
0
            p_closest_dist2 = dist2;
1736
0
        }
1737
0
        p_last = p_current;
1738
0
    }
1739
0
    else if (level < 10)
1740
0
    {
1741
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1742
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1743
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1744
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1745
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1746
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1747
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1748
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1749
0
    }
1750
0
}
1751
1752
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1753
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1754
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1755
0
{
1756
0
    IM_ASSERT(tess_tol > 0.0f);
1757
0
    ImVec2 p_last = p1;
1758
0
    ImVec2 p_closest;
1759
0
    float p_closest_dist2 = FLT_MAX;
1760
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1761
0
    return p_closest;
1762
0
}
1763
1764
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1765
0
{
1766
0
    ImVec2 ap = p - a;
1767
0
    ImVec2 ab_dir = b - a;
1768
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1769
0
    if (dot < 0.0f)
1770
0
        return a;
1771
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1772
0
    if (dot > ab_len_sqr)
1773
0
        return b;
1774
0
    return a + ab_dir * dot / ab_len_sqr;
1775
0
}
1776
1777
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1778
0
{
1779
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1780
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1781
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1782
0
    return ((b1 == b2) && (b2 == b3));
1783
0
}
1784
1785
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1786
0
{
1787
0
    ImVec2 v0 = b - a;
1788
0
    ImVec2 v1 = c - a;
1789
0
    ImVec2 v2 = p - a;
1790
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1791
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1792
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1793
0
    out_u = 1.0f - out_v - out_w;
1794
0
}
1795
1796
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1797
0
{
1798
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1799
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1800
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1801
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1802
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1803
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1804
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1805
0
    if (m == dist2_ab)
1806
0
        return proj_ab;
1807
0
    if (m == dist2_bc)
1808
0
        return proj_bc;
1809
0
    return proj_ca;
1810
0
}
1811
1812
//-----------------------------------------------------------------------------
1813
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1814
//-----------------------------------------------------------------------------
1815
1816
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1817
int ImStricmp(const char* str1, const char* str2)
1818
0
{
1819
0
    int d;
1820
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1821
0
    return d;
1822
0
}
1823
1824
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1825
0
{
1826
0
    int d = 0;
1827
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1828
0
    return d;
1829
0
}
1830
1831
void ImStrncpy(char* dst, const char* src, size_t count)
1832
0
{
1833
0
    if (count < 1)
1834
0
        return;
1835
0
    if (count > 1)
1836
0
        strncpy(dst, src, count - 1);
1837
0
    dst[count - 1] = 0;
1838
0
}
1839
1840
char* ImStrdup(const char* str)
1841
0
{
1842
0
    size_t len = strlen(str);
1843
0
    void* buf = IM_ALLOC(len + 1);
1844
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1845
0
}
1846
1847
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1848
0
{
1849
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1850
0
    size_t src_size = strlen(src) + 1;
1851
0
    if (dst_buf_size < src_size)
1852
0
    {
1853
0
        IM_FREE(dst);
1854
0
        dst = (char*)IM_ALLOC(src_size);
1855
0
        if (p_dst_size)
1856
0
            *p_dst_size = src_size;
1857
0
    }
1858
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1859
0
}
1860
1861
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1862
0
{
1863
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1864
0
    return p;
1865
0
}
1866
1867
int ImStrlenW(const ImWchar* str)
1868
0
{
1869
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1870
0
    int n = 0;
1871
0
    while (*str++) n++;
1872
0
    return n;
1873
0
}
1874
1875
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1876
const char* ImStreolRange(const char* str, const char* str_end)
1877
0
{
1878
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1879
0
    return p ? p : str_end;
1880
0
}
1881
1882
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1883
0
{
1884
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1885
0
        buf_mid_line--;
1886
0
    return buf_mid_line;
1887
0
}
1888
1889
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1890
0
{
1891
0
    if (!needle_end)
1892
0
        needle_end = needle + strlen(needle);
1893
1894
0
    const char un0 = (char)ImToUpper(*needle);
1895
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1896
0
    {
1897
0
        if (ImToUpper(*haystack) == un0)
1898
0
        {
1899
0
            const char* b = needle + 1;
1900
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1901
0
                if (ImToUpper(*a) != ImToUpper(*b))
1902
0
                    break;
1903
0
            if (b == needle_end)
1904
0
                return haystack;
1905
0
        }
1906
0
        haystack++;
1907
0
    }
1908
0
    return NULL;
1909
0
}
1910
1911
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1912
void ImStrTrimBlanks(char* buf)
1913
0
{
1914
0
    char* p = buf;
1915
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1916
0
        p++;
1917
0
    char* p_start = p;
1918
0
    while (*p != 0)                         // Find end of string
1919
0
        p++;
1920
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1921
0
        p--;
1922
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1923
0
        memmove(buf, p_start, p - p_start);
1924
0
    buf[p - p_start] = 0;                   // Zero terminate
1925
0
}
1926
1927
const char* ImStrSkipBlank(const char* str)
1928
0
{
1929
0
    while (str[0] == ' ' || str[0] == '\t')
1930
0
        str++;
1931
0
    return str;
1932
0
}
1933
1934
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1935
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1936
// B) When buf==NULL vsnprintf() will return the output size.
1937
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1938
1939
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1940
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1941
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1942
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1943
#ifdef IMGUI_USE_STB_SPRINTF
1944
#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
1945
#define STB_SPRINTF_IMPLEMENTATION
1946
#endif
1947
#ifdef IMGUI_STB_SPRINTF_FILENAME
1948
#include IMGUI_STB_SPRINTF_FILENAME
1949
#else
1950
#include "stb_sprintf.h"
1951
#endif
1952
#endif // #ifdef IMGUI_USE_STB_SPRINTF
1953
1954
#if defined(_MSC_VER) && !defined(vsnprintf)
1955
#define vsnprintf _vsnprintf
1956
#endif
1957
1958
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1959
0
{
1960
0
    va_list args;
1961
0
    va_start(args, fmt);
1962
#ifdef IMGUI_USE_STB_SPRINTF
1963
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1964
#else
1965
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1966
0
#endif
1967
0
    va_end(args);
1968
0
    if (buf == NULL)
1969
0
        return w;
1970
0
    if (w == -1 || w >= (int)buf_size)
1971
0
        w = (int)buf_size - 1;
1972
0
    buf[w] = 0;
1973
0
    return w;
1974
0
}
1975
1976
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1977
0
{
1978
#ifdef IMGUI_USE_STB_SPRINTF
1979
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1980
#else
1981
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1982
0
#endif
1983
0
    if (buf == NULL)
1984
0
        return w;
1985
0
    if (w == -1 || w >= (int)buf_size)
1986
0
        w = (int)buf_size - 1;
1987
0
    buf[w] = 0;
1988
0
    return w;
1989
0
}
1990
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1991
1992
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1993
0
{
1994
0
    va_list args;
1995
0
    va_start(args, fmt);
1996
0
    ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args);
1997
0
    va_end(args);
1998
0
}
1999
2000
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
2001
0
{
2002
0
    ImGuiContext& g = *GImGui;
2003
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
2004
0
    {
2005
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
2006
0
        *out_buf = buf;
2007
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
2008
0
    }
2009
0
    else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0)
2010
0
    {
2011
0
        int buf_len = va_arg(args, int); // Skip formatting when using "%.*s"
2012
0
        const char* buf = va_arg(args, const char*);
2013
0
        *out_buf = buf;
2014
0
        *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it.
2015
0
    }
2016
0
    else
2017
0
    {
2018
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
2019
0
        *out_buf = g.TempBuffer.Data;
2020
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
2021
0
    }
2022
0
}
2023
2024
// CRC32 needs a 1KB lookup table (not cache friendly)
2025
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
2026
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
2027
static const ImU32 GCrc32LookupTable[256] =
2028
{
2029
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
2030
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
2031
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
2032
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
2033
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
2034
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
2035
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
2036
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
2037
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
2038
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
2039
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
2040
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
2041
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
2042
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
2043
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
2044
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
2045
};
2046
2047
// Known size hash
2048
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
2049
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2050
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
2051
0
{
2052
0
    ImU32 crc = ~seed;
2053
0
    const unsigned char* data = (const unsigned char*)data_p;
2054
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2055
0
    while (data_size-- != 0)
2056
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
2057
0
    return ~crc;
2058
0
}
2059
2060
// Zero-terminated string hash, with support for ### to reset back to seed value
2061
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
2062
// Because this syntax is rarely used we are optimizing for the common case.
2063
// - If we reach ### in the string we discard the hash so far and reset to the seed.
2064
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
2065
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
2066
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
2067
0
{
2068
0
    seed = ~seed;
2069
0
    ImU32 crc = seed;
2070
0
    const unsigned char* data = (const unsigned char*)data_p;
2071
0
    const ImU32* crc32_lut = GCrc32LookupTable;
2072
0
    if (data_size != 0)
2073
0
    {
2074
0
        while (data_size-- != 0)
2075
0
        {
2076
0
            unsigned char c = *data++;
2077
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2078
0
                crc = seed;
2079
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2080
0
        }
2081
0
    }
2082
0
    else
2083
0
    {
2084
0
        while (unsigned char c = *data++)
2085
0
        {
2086
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2087
0
                crc = seed;
2088
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2089
0
        }
2090
0
    }
2091
0
    return ~crc;
2092
0
}
2093
2094
//-----------------------------------------------------------------------------
2095
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2096
//-----------------------------------------------------------------------------
2097
2098
// Default file functions
2099
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2100
2101
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2102
0
{
2103
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2104
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2105
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2106
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2107
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2108
    ImGuiContext& g = *GImGui;
2109
    g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t));
2110
    wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data;
2111
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2112
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2113
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2114
#else
2115
0
    return fopen(filename, mode);
2116
0
#endif
2117
0
}
2118
2119
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2120
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2121
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2122
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2123
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2124
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2125
2126
// Helper: Load file content into memory
2127
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2128
// This can't really be used with "rt" because fseek size won't match read size.
2129
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2130
0
{
2131
0
    IM_ASSERT(filename && mode);
2132
0
    if (out_file_size)
2133
0
        *out_file_size = 0;
2134
2135
0
    ImFileHandle f;
2136
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2137
0
        return NULL;
2138
2139
0
    size_t file_size = (size_t)ImFileGetSize(f);
2140
0
    if (file_size == (size_t)-1)
2141
0
    {
2142
0
        ImFileClose(f);
2143
0
        return NULL;
2144
0
    }
2145
2146
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2147
0
    if (file_data == NULL)
2148
0
    {
2149
0
        ImFileClose(f);
2150
0
        return NULL;
2151
0
    }
2152
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2153
0
    {
2154
0
        ImFileClose(f);
2155
0
        IM_FREE(file_data);
2156
0
        return NULL;
2157
0
    }
2158
0
    if (padding_bytes > 0)
2159
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2160
2161
0
    ImFileClose(f);
2162
0
    if (out_file_size)
2163
0
        *out_file_size = file_size;
2164
2165
0
    return file_data;
2166
0
}
2167
2168
//-----------------------------------------------------------------------------
2169
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2170
//-----------------------------------------------------------------------------
2171
2172
IM_MSVC_RUNTIME_CHECKS_OFF
2173
2174
// Convert UTF-8 to 32-bit character, process single character input.
2175
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2176
// We handle UTF-8 decoding error by skipping forward.
2177
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2178
0
{
2179
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2180
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2181
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2182
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2183
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2184
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2185
0
    int wanted = len + (len ? 0 : 1);
2186
2187
0
    if (in_text_end == NULL)
2188
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2189
2190
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2191
    // so it is fast even with excessive branching.
2192
0
    unsigned char s[4];
2193
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2194
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2195
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2196
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2197
2198
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2199
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2200
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2201
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2202
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2203
0
    *out_char >>= shiftc[len];
2204
2205
    // Accumulate the various error conditions.
2206
0
    int e = 0;
2207
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2208
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2209
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2210
0
    e |= (s[1] & 0xc0) >> 2;
2211
0
    e |= (s[2] & 0xc0) >> 4;
2212
0
    e |= (s[3]       ) >> 6;
2213
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2214
0
    e >>= shifte[len];
2215
2216
0
    if (e)
2217
0
    {
2218
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2219
        // One byte is consumed in case of invalid first byte of in_text.
2220
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2221
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2222
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2223
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2224
0
    }
2225
2226
0
    return wanted;
2227
0
}
2228
2229
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2230
0
{
2231
0
    ImWchar* buf_out = buf;
2232
0
    ImWchar* buf_end = buf + buf_size;
2233
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2234
0
    {
2235
0
        unsigned int c;
2236
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2237
0
        *buf_out++ = (ImWchar)c;
2238
0
    }
2239
0
    *buf_out = 0;
2240
0
    if (in_text_remaining)
2241
0
        *in_text_remaining = in_text;
2242
0
    return (int)(buf_out - buf);
2243
0
}
2244
2245
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2246
0
{
2247
0
    int char_count = 0;
2248
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2249
0
    {
2250
0
        unsigned int c;
2251
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2252
0
        char_count++;
2253
0
    }
2254
0
    return char_count;
2255
0
}
2256
2257
// Based on stb_to_utf8() from github.com/nothings/stb/
2258
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2259
0
{
2260
0
    if (c < 0x80)
2261
0
    {
2262
0
        buf[0] = (char)c;
2263
0
        return 1;
2264
0
    }
2265
0
    if (c < 0x800)
2266
0
    {
2267
0
        if (buf_size < 2) return 0;
2268
0
        buf[0] = (char)(0xc0 + (c >> 6));
2269
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2270
0
        return 2;
2271
0
    }
2272
0
    if (c < 0x10000)
2273
0
    {
2274
0
        if (buf_size < 3) return 0;
2275
0
        buf[0] = (char)(0xe0 + (c >> 12));
2276
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2277
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2278
0
        return 3;
2279
0
    }
2280
0
    if (c <= 0x10FFFF)
2281
0
    {
2282
0
        if (buf_size < 4) return 0;
2283
0
        buf[0] = (char)(0xf0 + (c >> 18));
2284
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2285
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2286
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2287
0
        return 4;
2288
0
    }
2289
    // Invalid code point, the max unicode is 0x10FFFF
2290
0
    return 0;
2291
0
}
2292
2293
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2294
0
{
2295
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2296
0
    out_buf[count] = 0;
2297
0
    return out_buf;
2298
0
}
2299
2300
// Not optimal but we very rarely use this function.
2301
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2302
0
{
2303
0
    unsigned int unused = 0;
2304
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2305
0
}
2306
2307
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2308
0
{
2309
0
    if (c < 0x80) return 1;
2310
0
    if (c < 0x800) return 2;
2311
0
    if (c < 0x10000) return 3;
2312
0
    if (c <= 0x10FFFF) return 4;
2313
0
    return 3;
2314
0
}
2315
2316
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2317
0
{
2318
0
    char* buf_p = out_buf;
2319
0
    const char* buf_end = out_buf + out_buf_size;
2320
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2321
0
    {
2322
0
        unsigned int c = (unsigned int)(*in_text++);
2323
0
        if (c < 0x80)
2324
0
            *buf_p++ = (char)c;
2325
0
        else
2326
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2327
0
    }
2328
0
    *buf_p = 0;
2329
0
    return (int)(buf_p - out_buf);
2330
0
}
2331
2332
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2333
0
{
2334
0
    int bytes_count = 0;
2335
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2336
0
    {
2337
0
        unsigned int c = (unsigned int)(*in_text++);
2338
0
        if (c < 0x80)
2339
0
            bytes_count++;
2340
0
        else
2341
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2342
0
    }
2343
0
    return bytes_count;
2344
0
}
2345
2346
const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr)
2347
0
{
2348
0
    while (in_text_curr > in_text_start)
2349
0
    {
2350
0
        in_text_curr--;
2351
0
        if ((*in_text_curr & 0xC0) != 0x80)
2352
0
            return in_text_curr;
2353
0
    }
2354
0
    return in_text_start;
2355
0
}
2356
2357
IM_MSVC_RUNTIME_CHECKS_RESTORE
2358
2359
//-----------------------------------------------------------------------------
2360
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2361
// Note: The Convert functions are early design which are not consistent with other API.
2362
//-----------------------------------------------------------------------------
2363
2364
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2365
0
{
2366
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2367
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2368
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2369
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2370
0
    return IM_COL32(r, g, b, 0xFF);
2371
0
}
2372
2373
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2374
0
{
2375
0
    float s = 1.0f / 255.0f;
2376
0
    return ImVec4(
2377
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2378
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2379
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2380
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2381
0
}
2382
2383
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2384
0
{
2385
0
    ImU32 out;
2386
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2387
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2388
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2389
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2390
0
    return out;
2391
0
}
2392
2393
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2394
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2395
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2396
0
{
2397
0
    float K = 0.f;
2398
0
    if (g < b)
2399
0
    {
2400
0
        ImSwap(g, b);
2401
0
        K = -1.f;
2402
0
    }
2403
0
    if (r < g)
2404
0
    {
2405
0
        ImSwap(r, g);
2406
0
        K = -2.f / 6.f - K;
2407
0
    }
2408
2409
0
    const float chroma = r - (g < b ? g : b);
2410
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2411
0
    out_s = chroma / (r + 1e-20f);
2412
0
    out_v = r;
2413
0
}
2414
2415
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2416
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2417
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2418
0
{
2419
0
    if (s == 0.0f)
2420
0
    {
2421
        // gray
2422
0
        out_r = out_g = out_b = v;
2423
0
        return;
2424
0
    }
2425
2426
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2427
0
    int   i = (int)h;
2428
0
    float f = h - (float)i;
2429
0
    float p = v * (1.0f - s);
2430
0
    float q = v * (1.0f - s * f);
2431
0
    float t = v * (1.0f - s * (1.0f - f));
2432
2433
0
    switch (i)
2434
0
    {
2435
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2436
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2437
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2438
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2439
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2440
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2441
0
    }
2442
0
}
2443
2444
//-----------------------------------------------------------------------------
2445
// [SECTION] ImGuiStorage
2446
// Helper: Key->value storage
2447
//-----------------------------------------------------------------------------
2448
2449
// std::lower_bound but without the bullshit
2450
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2451
0
{
2452
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2453
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2454
0
    size_t count = (size_t)(last - first);
2455
0
    while (count > 0)
2456
0
    {
2457
0
        size_t count2 = count >> 1;
2458
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2459
0
        if (mid->key < key)
2460
0
        {
2461
0
            first = ++mid;
2462
0
            count -= count2 + 1;
2463
0
        }
2464
0
        else
2465
0
        {
2466
0
            count = count2;
2467
0
        }
2468
0
    }
2469
0
    return first;
2470
0
}
2471
2472
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2473
void ImGuiStorage::BuildSortByKey()
2474
0
{
2475
0
    struct StaticFunc
2476
0
    {
2477
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2478
0
        {
2479
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2480
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2481
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2482
0
            return 0;
2483
0
        }
2484
0
    };
2485
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2486
0
}
2487
2488
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2489
0
{
2490
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2491
0
    if (it == Data.end() || it->key != key)
2492
0
        return default_val;
2493
0
    return it->val_i;
2494
0
}
2495
2496
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2497
0
{
2498
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2499
0
}
2500
2501
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2502
0
{
2503
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2504
0
    if (it == Data.end() || it->key != key)
2505
0
        return default_val;
2506
0
    return it->val_f;
2507
0
}
2508
2509
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2510
0
{
2511
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2512
0
    if (it == Data.end() || it->key != key)
2513
0
        return NULL;
2514
0
    return it->val_p;
2515
0
}
2516
2517
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2518
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2519
0
{
2520
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2521
0
    if (it == Data.end() || it->key != key)
2522
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2523
0
    return &it->val_i;
2524
0
}
2525
2526
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2527
0
{
2528
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2529
0
}
2530
2531
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2532
0
{
2533
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2534
0
    if (it == Data.end() || it->key != key)
2535
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2536
0
    return &it->val_f;
2537
0
}
2538
2539
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2540
0
{
2541
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2542
0
    if (it == Data.end() || it->key != key)
2543
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2544
0
    return &it->val_p;
2545
0
}
2546
2547
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2548
void ImGuiStorage::SetInt(ImGuiID key, int val)
2549
0
{
2550
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2551
0
    if (it == Data.end() || it->key != key)
2552
0
        Data.insert(it, ImGuiStoragePair(key, val));
2553
0
    else
2554
0
        it->val_i = val;
2555
0
}
2556
2557
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2558
0
{
2559
0
    SetInt(key, val ? 1 : 0);
2560
0
}
2561
2562
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2563
0
{
2564
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2565
0
    if (it == Data.end() || it->key != key)
2566
0
        Data.insert(it, ImGuiStoragePair(key, val));
2567
0
    else
2568
0
        it->val_f = val;
2569
0
}
2570
2571
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2572
0
{
2573
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2574
0
    if (it == Data.end() || it->key != key)
2575
0
        Data.insert(it, ImGuiStoragePair(key, val));
2576
0
    else
2577
0
        it->val_p = val;
2578
0
}
2579
2580
void ImGuiStorage::SetAllInt(int v)
2581
0
{
2582
0
    for (int i = 0; i < Data.Size; i++)
2583
0
        Data[i].val_i = v;
2584
0
}
2585
2586
//-----------------------------------------------------------------------------
2587
// [SECTION] ImGuiTextFilter
2588
//-----------------------------------------------------------------------------
2589
2590
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2591
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2592
0
{
2593
0
    InputBuf[0] = 0;
2594
0
    CountGrep = 0;
2595
0
    if (default_filter)
2596
0
    {
2597
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2598
0
        Build();
2599
0
    }
2600
0
}
2601
2602
bool ImGuiTextFilter::Draw(const char* label, float width)
2603
0
{
2604
0
    if (width != 0.0f)
2605
0
        ImGui::SetNextItemWidth(width);
2606
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2607
0
    if (value_changed)
2608
0
        Build();
2609
0
    return value_changed;
2610
0
}
2611
2612
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2613
0
{
2614
0
    out->resize(0);
2615
0
    const char* wb = b;
2616
0
    const char* we = wb;
2617
0
    while (we < e)
2618
0
    {
2619
0
        if (*we == separator)
2620
0
        {
2621
0
            out->push_back(ImGuiTextRange(wb, we));
2622
0
            wb = we + 1;
2623
0
        }
2624
0
        we++;
2625
0
    }
2626
0
    if (wb != we)
2627
0
        out->push_back(ImGuiTextRange(wb, we));
2628
0
}
2629
2630
void ImGuiTextFilter::Build()
2631
0
{
2632
0
    Filters.resize(0);
2633
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2634
0
    input_range.split(',', &Filters);
2635
2636
0
    CountGrep = 0;
2637
0
    for (ImGuiTextRange& f : Filters)
2638
0
    {
2639
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2640
0
            f.b++;
2641
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2642
0
            f.e--;
2643
0
        if (f.empty())
2644
0
            continue;
2645
0
        if (f.b[0] != '-')
2646
0
            CountGrep += 1;
2647
0
    }
2648
0
}
2649
2650
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2651
0
{
2652
0
    if (Filters.empty())
2653
0
        return true;
2654
2655
0
    if (text == NULL)
2656
0
        text = "";
2657
2658
0
    for (const ImGuiTextRange& f : Filters)
2659
0
    {
2660
0
        if (f.empty())
2661
0
            continue;
2662
0
        if (f.b[0] == '-')
2663
0
        {
2664
            // Subtract
2665
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2666
0
                return false;
2667
0
        }
2668
0
        else
2669
0
        {
2670
            // Grep
2671
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2672
0
                return true;
2673
0
        }
2674
0
    }
2675
2676
    // Implicit * grep
2677
0
    if (CountGrep == 0)
2678
0
        return true;
2679
2680
0
    return false;
2681
0
}
2682
2683
//-----------------------------------------------------------------------------
2684
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2685
//-----------------------------------------------------------------------------
2686
2687
// On some platform vsnprintf() takes va_list by reference and modifies it.
2688
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2689
#ifndef va_copy
2690
#if defined(__GNUC__) || defined(__clang__)
2691
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2692
#else
2693
#define va_copy(dest, src) (dest = src)
2694
#endif
2695
#endif
2696
2697
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2698
2699
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2700
0
{
2701
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2702
2703
    // Add zero-terminator the first time
2704
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2705
0
    const int needed_sz = write_off + len;
2706
0
    if (write_off + len >= Buf.Capacity)
2707
0
    {
2708
0
        int new_capacity = Buf.Capacity * 2;
2709
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2710
0
    }
2711
2712
0
    Buf.resize(needed_sz);
2713
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2714
0
    Buf[write_off - 1 + len] = 0;
2715
0
}
2716
2717
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2718
0
{
2719
0
    va_list args;
2720
0
    va_start(args, fmt);
2721
0
    appendfv(fmt, args);
2722
0
    va_end(args);
2723
0
}
2724
2725
// Helper: Text buffer for logging/accumulating text
2726
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2727
0
{
2728
0
    va_list args_copy;
2729
0
    va_copy(args_copy, args);
2730
2731
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2732
0
    if (len <= 0)
2733
0
    {
2734
0
        va_end(args_copy);
2735
0
        return;
2736
0
    }
2737
2738
    // Add zero-terminator the first time
2739
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2740
0
    const int needed_sz = write_off + len;
2741
0
    if (write_off + len >= Buf.Capacity)
2742
0
    {
2743
0
        int new_capacity = Buf.Capacity * 2;
2744
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2745
0
    }
2746
2747
0
    Buf.resize(needed_sz);
2748
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2749
0
    va_end(args_copy);
2750
0
}
2751
2752
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2753
0
{
2754
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2755
0
    if (old_size == new_size)
2756
0
        return;
2757
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2758
0
        LineOffsets.push_back(EndOffset);
2759
0
    const char* base_end = base + new_size;
2760
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2761
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2762
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2763
0
    EndOffset = ImMax(EndOffset, new_size);
2764
0
}
2765
2766
//-----------------------------------------------------------------------------
2767
// [SECTION] ImGuiListClipper
2768
//-----------------------------------------------------------------------------
2769
2770
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2771
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2772
static bool GetSkipItemForListClipping()
2773
0
{
2774
0
    ImGuiContext& g = *GImGui;
2775
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2776
0
}
2777
2778
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2779
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2780
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2781
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2782
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2783
{
2784
    ImGuiContext& g = *GImGui;
2785
    ImGuiWindow* window = g.CurrentWindow;
2786
    if (g.LogEnabled)
2787
    {
2788
        // If logging is active, do not perform any clipping
2789
        *out_items_display_start = 0;
2790
        *out_items_display_end = items_count;
2791
        return;
2792
    }
2793
    if (GetSkipItemForListClipping())
2794
    {
2795
        *out_items_display_start = *out_items_display_end = 0;
2796
        return;
2797
    }
2798
2799
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2800
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2801
    ImRect rect = window->ClipRect;
2802
    if (g.NavMoveScoringItems)
2803
        rect.Add(g.NavScoringNoClipRect);
2804
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2805
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2806
2807
    const ImVec2 pos = window->DC.CursorPos;
2808
    int start = (int)((rect.Min.y - pos.y) / items_height);
2809
    int end = (int)((rect.Max.y - pos.y) / items_height);
2810
2811
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2812
    // FIXME: Verify this works with tabbing
2813
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2814
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2815
        start--;
2816
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2817
        end++;
2818
2819
    start = ImClamp(start, 0, items_count);
2820
    end = ImClamp(end + 1, start, items_count);
2821
    *out_items_display_start = start;
2822
    *out_items_display_end = end;
2823
}
2824
#endif
2825
2826
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2827
0
{
2828
0
    if (ranges.Size - offset <= 1)
2829
0
        return;
2830
2831
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2832
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2833
0
        for (int i = offset; i < sort_end + offset; ++i)
2834
0
            if (ranges[i].Min > ranges[i + 1].Min)
2835
0
                ImSwap(ranges[i], ranges[i + 1]);
2836
2837
    // Now fuse ranges together as much as possible.
2838
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2839
0
    {
2840
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2841
0
        if (ranges[i - 1].Max < ranges[i].Min)
2842
0
            continue;
2843
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2844
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2845
0
        ranges.erase(ranges.Data + i);
2846
0
        i--;
2847
0
    }
2848
0
}
2849
2850
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2851
0
{
2852
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2853
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2854
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2855
0
    ImGuiContext& g = *GImGui;
2856
0
    ImGuiWindow* window = g.CurrentWindow;
2857
0
    float off_y = pos_y - window->DC.CursorPos.y;
2858
0
    window->DC.CursorPos.y = pos_y;
2859
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2860
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2861
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2862
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2863
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2864
0
    if (ImGuiTable* table = g.CurrentTable)
2865
0
    {
2866
0
        if (table->IsInsideRow)
2867
0
            ImGui::TableEndRow(table);
2868
0
        table->RowPosY2 = window->DC.CursorPos.y;
2869
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2870
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2871
0
        table->RowBgColorCounter += row_increase;
2872
0
    }
2873
0
}
2874
2875
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2876
0
{
2877
    // StartPosY starts from ItemsFrozen hence the subtraction
2878
    // Perform the add and multiply with double to allow seeking through larger ranges
2879
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2880
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2881
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2882
0
}
2883
2884
ImGuiListClipper::ImGuiListClipper()
2885
0
{
2886
0
    memset(this, 0, sizeof(*this));
2887
0
}
2888
2889
ImGuiListClipper::~ImGuiListClipper()
2890
0
{
2891
0
    End();
2892
0
}
2893
2894
void ImGuiListClipper::Begin(int items_count, float items_height)
2895
0
{
2896
0
    if (Ctx == NULL)
2897
0
        Ctx = ImGui::GetCurrentContext();
2898
2899
0
    ImGuiContext& g = *Ctx;
2900
0
    ImGuiWindow* window = g.CurrentWindow;
2901
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2902
2903
0
    if (ImGuiTable* table = g.CurrentTable)
2904
0
        if (table->IsInsideRow)
2905
0
            ImGui::TableEndRow(table);
2906
2907
0
    StartPosY = window->DC.CursorPos.y;
2908
0
    ItemsHeight = items_height;
2909
0
    ItemsCount = items_count;
2910
0
    DisplayStart = -1;
2911
0
    DisplayEnd = 0;
2912
2913
    // Acquire temporary buffer
2914
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2915
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2916
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2917
0
    data->Reset(this);
2918
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2919
0
    TempData = data;
2920
0
}
2921
2922
void ImGuiListClipper::End()
2923
0
{
2924
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2925
0
    {
2926
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2927
0
        ImGuiContext& g = *Ctx;
2928
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2929
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2930
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2931
2932
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2933
0
        IM_ASSERT(data->ListClipper == this);
2934
0
        data->StepNo = data->Ranges.Size;
2935
0
        if (--g.ClipperTempDataStacked > 0)
2936
0
        {
2937
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2938
0
            data->ListClipper->TempData = data;
2939
0
        }
2940
0
        TempData = NULL;
2941
0
    }
2942
0
    ItemsCount = -1;
2943
0
}
2944
2945
void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)
2946
0
{
2947
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2948
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2949
0
    IM_ASSERT(item_begin <= item_end);
2950
0
    if (item_begin < item_end)
2951
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2952
0
}
2953
2954
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2955
0
{
2956
0
    ImGuiContext& g = *clipper->Ctx;
2957
0
    ImGuiWindow* window = g.CurrentWindow;
2958
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2959
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2960
2961
0
    ImGuiTable* table = g.CurrentTable;
2962
0
    if (table && table->IsInsideRow)
2963
0
        ImGui::TableEndRow(table);
2964
2965
    // No items
2966
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2967
0
        return false;
2968
2969
    // While we are in frozen row state, keep displaying items one by one, unclipped
2970
    // FIXME: Could be stored as a table-agnostic state.
2971
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2972
0
    {
2973
0
        clipper->DisplayStart = data->ItemsFrozen;
2974
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2975
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2976
0
            data->ItemsFrozen++;
2977
0
        return true;
2978
0
    }
2979
2980
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2981
0
    bool calc_clipping = false;
2982
0
    if (data->StepNo == 0)
2983
0
    {
2984
0
        clipper->StartPosY = window->DC.CursorPos.y;
2985
0
        if (clipper->ItemsHeight <= 0.0f)
2986
0
        {
2987
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2988
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2989
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2990
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2991
0
            data->StepNo = 1;
2992
0
            return true;
2993
0
        }
2994
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2995
0
    }
2996
2997
    // Step 1: Let the clipper infer height from first range
2998
0
    if (clipper->ItemsHeight <= 0.0f)
2999
0
    {
3000
0
        IM_ASSERT(data->StepNo == 1);
3001
0
        if (table)
3002
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
3003
3004
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
3005
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
3006
0
        if (affected_by_floating_point_precision)
3007
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
3008
3009
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
3010
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
3011
0
    }
3012
3013
    // Step 0 or 1: Calculate the actual ranges of visible elements.
3014
0
    const int already_submitted = clipper->DisplayEnd;
3015
0
    if (calc_clipping)
3016
0
    {
3017
0
        if (g.LogEnabled)
3018
0
        {
3019
            // If logging is active, do not perform any clipping
3020
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
3021
0
        }
3022
0
        else
3023
0
        {
3024
            // Add range selected to be included for navigation
3025
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
3026
0
            if (is_nav_request)
3027
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
3028
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)
3029
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
3030
3031
            // Add focused/active item
3032
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
3033
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
3034
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
3035
3036
            // Add visible range
3037
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
3038
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
3039
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
3040
0
        }
3041
3042
        // Convert position ranges to item index ranges
3043
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
3044
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
3045
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
3046
0
        for (ImGuiListClipperRange& range : data->Ranges)
3047
0
            if (range.PosToIndexConvert)
3048
0
            {
3049
0
                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
3050
0
                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
3051
0
                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
3052
0
                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);
3053
0
                range.PosToIndexConvert = false;
3054
0
            }
3055
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
3056
0
    }
3057
3058
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
3059
0
    while (data->StepNo < data->Ranges.Size)
3060
0
    {
3061
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
3062
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
3063
0
        if (clipper->DisplayStart > already_submitted) //-V1051
3064
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
3065
0
        data->StepNo++;
3066
0
        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)
3067
0
            continue;
3068
0
        return true;
3069
0
    }
3070
3071
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
3072
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
3073
0
    if (clipper->ItemsCount < INT_MAX)
3074
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
3075
3076
0
    return false;
3077
0
}
3078
3079
bool ImGuiListClipper::Step()
3080
0
{
3081
0
    ImGuiContext& g = *Ctx;
3082
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3083
0
    bool ret = ImGuiListClipper_StepInternal(this);
3084
0
    if (ret && (DisplayStart == DisplayEnd))
3085
0
        ret = false;
3086
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3087
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3088
0
    if (need_items_height && ItemsHeight > 0.0f)
3089
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3090
0
    if (ret)
3091
0
    {
3092
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3093
0
    }
3094
0
    else
3095
0
    {
3096
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3097
0
        End();
3098
0
    }
3099
0
    return ret;
3100
0
}
3101
3102
//-----------------------------------------------------------------------------
3103
// [SECTION] STYLING
3104
//-----------------------------------------------------------------------------
3105
3106
ImGuiStyle& ImGui::GetStyle()
3107
0
{
3108
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3109
0
    return GImGui->Style;
3110
0
}
3111
3112
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3113
0
{
3114
0
    ImGuiStyle& style = GImGui->Style;
3115
0
    ImVec4 c = style.Colors[idx];
3116
0
    c.w *= style.Alpha * alpha_mul;
3117
0
    return ColorConvertFloat4ToU32(c);
3118
0
}
3119
3120
ImU32 ImGui::GetColorU32(const ImVec4& col)
3121
0
{
3122
0
    ImGuiStyle& style = GImGui->Style;
3123
0
    ImVec4 c = col;
3124
0
    c.w *= style.Alpha;
3125
0
    return ColorConvertFloat4ToU32(c);
3126
0
}
3127
3128
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3129
0
{
3130
0
    ImGuiStyle& style = GImGui->Style;
3131
0
    return style.Colors[idx];
3132
0
}
3133
3134
ImU32 ImGui::GetColorU32(ImU32 col)
3135
0
{
3136
0
    ImGuiStyle& style = GImGui->Style;
3137
0
    if (style.Alpha >= 1.0f)
3138
0
        return col;
3139
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3140
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3141
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3142
0
}
3143
3144
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3145
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3146
0
{
3147
0
    ImGuiContext& g = *GImGui;
3148
0
    ImGuiColorMod backup;
3149
0
    backup.Col = idx;
3150
0
    backup.BackupValue = g.Style.Colors[idx];
3151
0
    g.ColorStack.push_back(backup);
3152
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3153
0
}
3154
3155
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3156
0
{
3157
0
    ImGuiContext& g = *GImGui;
3158
0
    ImGuiColorMod backup;
3159
0
    backup.Col = idx;
3160
0
    backup.BackupValue = g.Style.Colors[idx];
3161
0
    g.ColorStack.push_back(backup);
3162
0
    g.Style.Colors[idx] = col;
3163
0
}
3164
3165
void ImGui::PopStyleColor(int count)
3166
0
{
3167
0
    ImGuiContext& g = *GImGui;
3168
0
    if (g.ColorStack.Size < count)
3169
0
    {
3170
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3171
0
        count = g.ColorStack.Size;
3172
0
    }
3173
0
    while (count > 0)
3174
0
    {
3175
0
        ImGuiColorMod& backup = g.ColorStack.back();
3176
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3177
0
        g.ColorStack.pop_back();
3178
0
        count--;
3179
0
    }
3180
0
}
3181
3182
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3183
{
3184
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3185
};
3186
3187
static const ImGuiDataVarInfo GStyleVarInfo[] =
3188
{
3189
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) },                 // ImGuiStyleVar_Alpha
3190
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) },         // ImGuiStyleVar_DisabledAlpha
3191
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) },         // ImGuiStyleVar_WindowPadding
3192
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) },        // ImGuiStyleVar_WindowRounding
3193
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) },      // ImGuiStyleVar_WindowBorderSize
3194
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) },         // ImGuiStyleVar_WindowMinSize
3195
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) },      // ImGuiStyleVar_WindowTitleAlign
3196
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) },         // ImGuiStyleVar_ChildRounding
3197
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) },       // ImGuiStyleVar_ChildBorderSize
3198
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) },         // ImGuiStyleVar_PopupRounding
3199
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) },       // ImGuiStyleVar_PopupBorderSize
3200
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) },          // ImGuiStyleVar_FramePadding
3201
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) },         // ImGuiStyleVar_FrameRounding
3202
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) },       // ImGuiStyleVar_FrameBorderSize
3203
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) },           // ImGuiStyleVar_ItemSpacing
3204
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) },      // ImGuiStyleVar_ItemInnerSpacing
3205
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) },         // ImGuiStyleVar_IndentSpacing
3206
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) },           // ImGuiStyleVar_CellPadding
3207
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) },         // ImGuiStyleVar_ScrollbarSize
3208
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) },     // ImGuiStyleVar_ScrollbarRounding
3209
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) },           // ImGuiStyleVar_GrabMinSize
3210
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) },          // ImGuiStyleVar_GrabRounding
3211
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) },           // ImGuiStyleVar_TabRounding
3212
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) },      // ImGuiStyleVar_TabBarBorderSize
3213
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) },       // ImGuiStyleVar_ButtonTextAlign
3214
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) },   // ImGuiStyleVar_SelectableTextAlign
3215
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3216
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) },    // ImGuiStyleVar_SeparatorTextAlign
3217
    { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) },  // ImGuiStyleVar_SeparatorTextPadding
3218
    { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DockingSeparatorSize) },  // ImGuiStyleVar_DockingSeparatorSize
3219
};
3220
3221
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3222
0
{
3223
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3224
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3225
0
    return &GStyleVarInfo[idx];
3226
0
}
3227
3228
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3229
0
{
3230
0
    ImGuiContext& g = *GImGui;
3231
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3232
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3233
0
    {
3234
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3235
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3236
0
        *pvar = val;
3237
0
        return;
3238
0
    }
3239
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3240
0
}
3241
3242
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3243
0
{
3244
0
    ImGuiContext& g = *GImGui;
3245
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3246
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3247
0
    {
3248
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3249
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3250
0
        *pvar = val;
3251
0
        return;
3252
0
    }
3253
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3254
0
}
3255
3256
void ImGui::PopStyleVar(int count)
3257
0
{
3258
0
    ImGuiContext& g = *GImGui;
3259
0
    if (g.StyleVarStack.Size < count)
3260
0
    {
3261
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3262
0
        count = g.StyleVarStack.Size;
3263
0
    }
3264
0
    while (count > 0)
3265
0
    {
3266
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3267
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3268
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3269
0
        void* data = info->GetVarPtr(&g.Style);
3270
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3271
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3272
0
        g.StyleVarStack.pop_back();
3273
0
        count--;
3274
0
    }
3275
0
}
3276
3277
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3278
0
{
3279
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3280
0
    switch (idx)
3281
0
    {
3282
0
    case ImGuiCol_Text: return "Text";
3283
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3284
0
    case ImGuiCol_WindowBg: return "WindowBg";
3285
0
    case ImGuiCol_ChildBg: return "ChildBg";
3286
0
    case ImGuiCol_PopupBg: return "PopupBg";
3287
0
    case ImGuiCol_Border: return "Border";
3288
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3289
0
    case ImGuiCol_FrameBg: return "FrameBg";
3290
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3291
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3292
0
    case ImGuiCol_TitleBg: return "TitleBg";
3293
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3294
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3295
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3296
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3297
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3298
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3299
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3300
0
    case ImGuiCol_CheckMark: return "CheckMark";
3301
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3302
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3303
0
    case ImGuiCol_Button: return "Button";
3304
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3305
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3306
0
    case ImGuiCol_Header: return "Header";
3307
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3308
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3309
0
    case ImGuiCol_Separator: return "Separator";
3310
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3311
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3312
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3313
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3314
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3315
0
    case ImGuiCol_Tab: return "Tab";
3316
0
    case ImGuiCol_TabHovered: return "TabHovered";
3317
0
    case ImGuiCol_TabActive: return "TabActive";
3318
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3319
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3320
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3321
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3322
0
    case ImGuiCol_PlotLines: return "PlotLines";
3323
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3324
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3325
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3326
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3327
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3328
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3329
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3330
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3331
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3332
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3333
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3334
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3335
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3336
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3337
0
    }
3338
0
    IM_ASSERT(0);
3339
0
    return "Unknown";
3340
0
}
3341
3342
3343
//-----------------------------------------------------------------------------
3344
// [SECTION] RENDER HELPERS
3345
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3346
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3347
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3348
//-----------------------------------------------------------------------------
3349
3350
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3351
0
{
3352
0
    const char* text_display_end = text;
3353
0
    if (!text_end)
3354
0
        text_end = (const char*)-1;
3355
3356
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3357
0
        text_display_end++;
3358
0
    return text_display_end;
3359
0
}
3360
3361
// Internal ImGui functions to render text
3362
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3363
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3364
0
{
3365
0
    ImGuiContext& g = *GImGui;
3366
0
    ImGuiWindow* window = g.CurrentWindow;
3367
3368
    // Hide anything after a '##' string
3369
0
    const char* text_display_end;
3370
0
    if (hide_text_after_hash)
3371
0
    {
3372
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3373
0
    }
3374
0
    else
3375
0
    {
3376
0
        if (!text_end)
3377
0
            text_end = text + strlen(text); // FIXME-OPT
3378
0
        text_display_end = text_end;
3379
0
    }
3380
3381
0
    if (text != text_display_end)
3382
0
    {
3383
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3384
0
        if (g.LogEnabled)
3385
0
            LogRenderedText(&pos, text, text_display_end);
3386
0
    }
3387
0
}
3388
3389
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3390
0
{
3391
0
    ImGuiContext& g = *GImGui;
3392
0
    ImGuiWindow* window = g.CurrentWindow;
3393
3394
0
    if (!text_end)
3395
0
        text_end = text + strlen(text); // FIXME-OPT
3396
3397
0
    if (text != text_end)
3398
0
    {
3399
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3400
0
        if (g.LogEnabled)
3401
0
            LogRenderedText(&pos, text, text_end);
3402
0
    }
3403
0
}
3404
3405
// Default clip_rect uses (pos_min,pos_max)
3406
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3407
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3408
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3409
// better advantage of the render function taking size into account for coarse clipping.
3410
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3411
0
{
3412
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3413
0
    ImVec2 pos = pos_min;
3414
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3415
3416
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3417
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3418
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3419
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3420
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3421
3422
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3423
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3424
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3425
3426
    // Render
3427
0
    if (need_clipping)
3428
0
    {
3429
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3430
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3431
0
    }
3432
0
    else
3433
0
    {
3434
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3435
0
    }
3436
0
}
3437
3438
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3439
0
{
3440
    // Hide anything after a '##' string
3441
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3442
0
    const int text_len = (int)(text_display_end - text);
3443
0
    if (text_len == 0)
3444
0
        return;
3445
3446
0
    ImGuiContext& g = *GImGui;
3447
0
    ImGuiWindow* window = g.CurrentWindow;
3448
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3449
0
    if (g.LogEnabled)
3450
0
        LogRenderedText(&pos_min, text, text_display_end);
3451
0
}
3452
3453
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3454
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3455
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3456
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3457
0
{
3458
0
    ImGuiContext& g = *GImGui;
3459
0
    if (text_end_full == NULL)
3460
0
        text_end_full = FindRenderedTextEnd(text);
3461
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3462
3463
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3464
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3465
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3466
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3467
0
    if (text_size.x > pos_max.x - pos_min.x)
3468
0
    {
3469
        // Hello wo...
3470
        // |       |   |
3471
        // min   max   ellipsis_max
3472
        //          <-> this is generally some padding value
3473
3474
0
        const ImFont* font = draw_list->_Data->Font;
3475
0
        const float font_size = draw_list->_Data->FontSize;
3476
0
        const float font_scale = font_size / font->FontSize;
3477
0
        const char* text_end_ellipsis = NULL;
3478
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3479
3480
        // We can now claim the space between pos_max.x and ellipsis_max.x
3481
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3482
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3483
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3484
0
        {
3485
            // Always display at least 1 character if there's no room for character + ellipsis
3486
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3487
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3488
0
        }
3489
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3490
0
        {
3491
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3492
0
            text_end_ellipsis--;
3493
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3494
0
        }
3495
3496
        // Render text, render ellipsis
3497
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3498
0
        ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3499
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3500
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3501
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3502
0
    }
3503
0
    else
3504
0
    {
3505
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3506
0
    }
3507
3508
0
    if (g.LogEnabled)
3509
0
        LogRenderedText(&pos_min, text, text_end_full);
3510
0
}
3511
3512
// Render a rectangle shaped with optional rounding and borders
3513
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3514
0
{
3515
0
    ImGuiContext& g = *GImGui;
3516
0
    ImGuiWindow* window = g.CurrentWindow;
3517
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3518
0
    const float border_size = g.Style.FrameBorderSize;
3519
0
    if (border && border_size > 0.0f)
3520
0
    {
3521
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3522
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3523
0
    }
3524
0
}
3525
3526
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3527
0
{
3528
0
    ImGuiContext& g = *GImGui;
3529
0
    ImGuiWindow* window = g.CurrentWindow;
3530
0
    const float border_size = g.Style.FrameBorderSize;
3531
0
    if (border_size > 0.0f)
3532
0
    {
3533
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3534
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3535
0
    }
3536
0
}
3537
3538
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3539
0
{
3540
0
    ImGuiContext& g = *GImGui;
3541
0
    if (id != g.NavId)
3542
0
        return;
3543
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3544
0
        return;
3545
0
    ImGuiWindow* window = g.CurrentWindow;
3546
0
    if (window->DC.NavHideHighlightOneFrame)
3547
0
        return;
3548
3549
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3550
0
    ImRect display_rect = bb;
3551
0
    display_rect.ClipWith(window->ClipRect);
3552
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3553
0
    {
3554
0
        const float THICKNESS = 2.0f;
3555
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3556
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3557
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3558
0
        if (!fully_visible)
3559
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3560
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3561
0
        if (!fully_visible)
3562
0
            window->DrawList->PopClipRect();
3563
0
    }
3564
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3565
0
    {
3566
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3567
0
    }
3568
0
}
3569
3570
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3571
0
{
3572
0
    ImGuiContext& g = *GImGui;
3573
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3574
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3575
0
    for (ImGuiViewportP* viewport : g.Viewports)
3576
0
    {
3577
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3578
0
        ImVec2 offset, size, uv[4];
3579
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3580
0
            continue;
3581
0
        const ImVec2 pos = base_pos - offset;
3582
0
        const float scale = base_scale * viewport->DpiScale;
3583
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3584
0
            continue;
3585
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3586
0
        ImTextureID tex_id = font_atlas->TexID;
3587
0
        draw_list->PushTextureID(tex_id);
3588
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3589
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3590
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3591
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3592
0
        draw_list->PopTextureID();
3593
0
    }
3594
0
}
3595
3596
//-----------------------------------------------------------------------------
3597
// [SECTION] INITIALIZATION, SHUTDOWN
3598
//-----------------------------------------------------------------------------
3599
3600
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3601
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3602
ImGuiContext* ImGui::GetCurrentContext()
3603
0
{
3604
0
    return GImGui;
3605
0
}
3606
3607
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3608
0
{
3609
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3610
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3611
#else
3612
0
    GImGui = ctx;
3613
0
#endif
3614
0
}
3615
3616
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3617
0
{
3618
0
    GImAllocatorAllocFunc = alloc_func;
3619
0
    GImAllocatorFreeFunc = free_func;
3620
0
    GImAllocatorUserData = user_data;
3621
0
}
3622
3623
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3624
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3625
0
{
3626
0
    *p_alloc_func = GImAllocatorAllocFunc;
3627
0
    *p_free_func = GImAllocatorFreeFunc;
3628
0
    *p_user_data = GImAllocatorUserData;
3629
0
}
3630
3631
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3632
0
{
3633
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3634
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3635
0
    SetCurrentContext(ctx);
3636
0
    Initialize();
3637
0
    if (prev_ctx != NULL)
3638
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3639
0
    return ctx;
3640
0
}
3641
3642
void ImGui::DestroyContext(ImGuiContext* ctx)
3643
0
{
3644
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3645
0
    if (ctx == NULL) //-V1051
3646
0
        ctx = prev_ctx;
3647
0
    SetCurrentContext(ctx);
3648
0
    Shutdown();
3649
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3650
0
    IM_DELETE(ctx);
3651
0
}
3652
3653
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3654
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3655
{
3656
    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },
3657
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3658
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3659
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3660
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3661
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3662
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3663
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3664
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3665
    { ImGuiLocKey_DockingHoldShiftToDock,       "Hold SHIFT to enable Docking window."  },
3666
    { ImGuiLocKey_DockingDragToUndockOrMoveNode,"Click and drag to move or undock whole node."    },
3667
};
3668
3669
void ImGui::Initialize()
3670
0
{
3671
0
    ImGuiContext& g = *GImGui;
3672
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3673
3674
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3675
0
    {
3676
0
        ImGuiSettingsHandler ini_handler;
3677
0
        ini_handler.TypeName = "Window";
3678
0
        ini_handler.TypeHash = ImHashStr("Window");
3679
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3680
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3681
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3682
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3683
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3684
0
        AddSettingsHandler(&ini_handler);
3685
0
    }
3686
0
    TableSettingsAddSettingsHandler();
3687
3688
    // Setup default localization table
3689
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3690
3691
    // Setup default platform clipboard/IME handlers.
3692
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3693
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3694
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3695
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3696
3697
    // Create default viewport
3698
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3699
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3700
0
    viewport->Idx = 0;
3701
0
    viewport->PlatformWindowCreated = true;
3702
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3703
0
    g.Viewports.push_back(viewport);
3704
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3705
0
    g.ViewportCreatedCount++;
3706
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3707
3708
0
#ifdef IMGUI_HAS_DOCK
3709
    // Initialize Docking
3710
0
    DockContextInitialize(&g);
3711
0
#endif
3712
3713
0
    g.Initialized = true;
3714
0
}
3715
3716
// This function is merely here to free heap allocations.
3717
void ImGui::Shutdown()
3718
0
{
3719
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3720
0
    ImGuiContext& g = *GImGui;
3721
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3722
0
    {
3723
0
        g.IO.Fonts->Locked = false;
3724
0
        IM_DELETE(g.IO.Fonts);
3725
0
    }
3726
0
    g.IO.Fonts = NULL;
3727
0
    g.DrawListSharedData.TempBuffer.clear();
3728
3729
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3730
0
    if (!g.Initialized)
3731
0
        return;
3732
3733
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3734
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3735
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3736
3737
    // Destroy platform windows
3738
0
    DestroyPlatformWindows();
3739
3740
    // Shutdown extensions
3741
0
    DockContextShutdown(&g);
3742
3743
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3744
3745
    // Clear everything else
3746
0
    g.Windows.clear_delete();
3747
0
    g.WindowsFocusOrder.clear();
3748
0
    g.WindowsTempSortBuffer.clear();
3749
0
    g.CurrentWindow = NULL;
3750
0
    g.CurrentWindowStack.clear();
3751
0
    g.WindowsById.Clear();
3752
0
    g.NavWindow = NULL;
3753
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3754
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3755
0
    g.MovingWindow = NULL;
3756
3757
0
    g.KeysRoutingTable.Clear();
3758
3759
0
    g.ColorStack.clear();
3760
0
    g.StyleVarStack.clear();
3761
0
    g.FontStack.clear();
3762
0
    g.OpenPopupStack.clear();
3763
0
    g.BeginPopupStack.clear();
3764
0
    g.NavTreeNodeStack.clear();
3765
3766
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3767
0
    g.Viewports.clear_delete();
3768
3769
0
    g.TabBars.Clear();
3770
0
    g.CurrentTabBarStack.clear();
3771
0
    g.ShrinkWidthBuffer.clear();
3772
3773
0
    g.ClipperTempData.clear_destruct();
3774
3775
0
    g.Tables.Clear();
3776
0
    g.TablesTempData.clear_destruct();
3777
0
    g.DrawChannelsTempMergeBuffer.clear();
3778
3779
0
    g.ClipboardHandlerData.clear();
3780
0
    g.MenusIdSubmittedThisFrame.clear();
3781
0
    g.InputTextState.ClearFreeMemory();
3782
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3783
3784
0
    g.SettingsWindows.clear();
3785
0
    g.SettingsHandlers.clear();
3786
3787
0
    if (g.LogFile)
3788
0
    {
3789
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3790
0
        if (g.LogFile != stdout)
3791
0
#endif
3792
0
            ImFileClose(g.LogFile);
3793
0
        g.LogFile = NULL;
3794
0
    }
3795
0
    g.LogBuffer.clear();
3796
0
    g.DebugLogBuf.clear();
3797
0
    g.DebugLogIndex.clear();
3798
3799
0
    g.Initialized = false;
3800
0
}
3801
3802
// No specific ordering/dependency support, will see as needed
3803
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3804
0
{
3805
0
    ImGuiContext& g = *ctx;
3806
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3807
0
    g.Hooks.push_back(*hook);
3808
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3809
0
    return g.HookIdNext;
3810
0
}
3811
3812
// Deferred removal, avoiding issue with changing vector while iterating it
3813
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3814
0
{
3815
0
    ImGuiContext& g = *ctx;
3816
0
    IM_ASSERT(hook_id != 0);
3817
0
    for (ImGuiContextHook& hook : g.Hooks)
3818
0
        if (hook.HookId == hook_id)
3819
0
            hook.Type = ImGuiContextHookType_PendingRemoval_;
3820
0
}
3821
3822
// Call context hooks (used by e.g. test engine)
3823
// We assume a small number of hooks so all stored in same array
3824
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3825
0
{
3826
0
    ImGuiContext& g = *ctx;
3827
0
    for (ImGuiContextHook& hook : g.Hooks)
3828
0
        if (hook.Type == hook_type)
3829
0
            hook.Callback(&g, &hook);
3830
0
}
3831
3832
3833
//-----------------------------------------------------------------------------
3834
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3835
//-----------------------------------------------------------------------------
3836
3837
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3838
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3839
0
{
3840
0
    memset(this, 0, sizeof(*this));
3841
0
    Ctx = ctx;
3842
0
    Name = ImStrdup(name);
3843
0
    NameBufLen = (int)strlen(name) + 1;
3844
0
    ID = ImHashStr(name);
3845
0
    IDStack.push_back(ID);
3846
0
    ViewportAllowPlatformMonitorExtend = -1;
3847
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3848
0
    MoveId = GetID("#MOVE");
3849
0
    TabId = GetID("#TAB");
3850
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3851
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3852
0
    AutoFitFramesX = AutoFitFramesY = -1;
3853
0
    AutoPosLastDirection = ImGuiDir_None;
3854
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3855
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3856
0
    LastFrameActive = -1;
3857
0
    LastFrameJustFocused = -1;
3858
0
    LastTimeActive = -1.0f;
3859
0
    FontWindowScale = FontDpiScale = 1.0f;
3860
0
    SettingsOffset = -1;
3861
0
    DockOrder = -1;
3862
0
    DrawList = &DrawListInst;
3863
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3864
0
    DrawList->_OwnerName = Name;
3865
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3866
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3867
0
}
3868
3869
ImGuiWindow::~ImGuiWindow()
3870
0
{
3871
0
    IM_ASSERT(DrawList == &DrawListInst);
3872
0
    IM_DELETE(Name);
3873
0
    ColumnsStorage.clear_destruct();
3874
0
}
3875
3876
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3877
0
{
3878
0
    ImGuiID seed = IDStack.back();
3879
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3880
0
    ImGuiContext& g = *Ctx;
3881
0
    if (g.DebugHookIdInfo == id)
3882
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3883
0
    return id;
3884
0
}
3885
3886
ImGuiID ImGuiWindow::GetID(const void* ptr)
3887
0
{
3888
0
    ImGuiID seed = IDStack.back();
3889
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3890
0
    ImGuiContext& g = *Ctx;
3891
0
    if (g.DebugHookIdInfo == id)
3892
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3893
0
    return id;
3894
0
}
3895
3896
ImGuiID ImGuiWindow::GetID(int n)
3897
0
{
3898
0
    ImGuiID seed = IDStack.back();
3899
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3900
0
    ImGuiContext& g = *Ctx;
3901
0
    if (g.DebugHookIdInfo == id)
3902
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3903
0
    return id;
3904
0
}
3905
3906
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3907
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3908
0
{
3909
0
    ImGuiID seed = IDStack.back();
3910
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3911
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3912
0
    return id;
3913
0
}
3914
3915
static void SetCurrentWindow(ImGuiWindow* window)
3916
0
{
3917
0
    ImGuiContext& g = *GImGui;
3918
0
    g.CurrentWindow = window;
3919
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3920
0
    if (window)
3921
0
    {
3922
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3923
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3924
0
    }
3925
0
}
3926
3927
void ImGui::GcCompactTransientMiscBuffers()
3928
0
{
3929
0
    ImGuiContext& g = *GImGui;
3930
0
    g.ItemFlagsStack.clear();
3931
0
    g.GroupStack.clear();
3932
0
    TableGcCompactSettings();
3933
0
}
3934
3935
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3936
// Not freed:
3937
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3938
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3939
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3940
0
{
3941
0
    window->MemoryCompacted = true;
3942
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3943
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3944
0
    window->IDStack.clear();
3945
0
    window->DrawList->_ClearFreeMemory();
3946
0
    window->DC.ChildWindows.clear();
3947
0
    window->DC.ItemWidthStack.clear();
3948
0
    window->DC.TextWrapPosStack.clear();
3949
0
}
3950
3951
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3952
0
{
3953
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3954
    // The other buffers tends to amortize much faster.
3955
0
    window->MemoryCompacted = false;
3956
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3957
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3958
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3959
0
}
3960
3961
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3962
0
{
3963
0
    ImGuiContext& g = *GImGui;
3964
3965
    // Clear previous active id
3966
0
    if (g.ActiveId != 0)
3967
0
    {
3968
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3969
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3970
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3971
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3972
0
        {
3973
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3974
0
            g.MovingWindow = NULL;
3975
0
        }
3976
3977
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3978
        // but since this is currently quite an exception we'll leave it as is.
3979
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3980
0
        if (g.InputTextState.ID == g.ActiveId)
3981
0
            InputTextDeactivateHook(g.ActiveId);
3982
0
    }
3983
3984
    // Set active id
3985
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3986
0
    if (g.ActiveIdIsJustActivated)
3987
0
    {
3988
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3989
0
        g.ActiveIdTimer = 0.0f;
3990
0
        g.ActiveIdHasBeenPressedBefore = false;
3991
0
        g.ActiveIdHasBeenEditedBefore = false;
3992
0
        g.ActiveIdMouseButton = -1;
3993
0
        if (id != 0)
3994
0
        {
3995
0
            g.LastActiveId = id;
3996
0
            g.LastActiveIdTimer = 0.0f;
3997
0
        }
3998
0
    }
3999
0
    g.ActiveId = id;
4000
0
    g.ActiveIdAllowOverlap = false;
4001
0
    g.ActiveIdNoClearOnFocusLoss = false;
4002
0
    g.ActiveIdWindow = window;
4003
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4004
0
    if (id)
4005
0
    {
4006
0
        g.ActiveIdIsAlive = id;
4007
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
4008
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
4009
0
    }
4010
4011
    // Clear declaration of inputs claimed by the widget
4012
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
4013
0
    g.ActiveIdUsingNavDirMask = 0x00;
4014
0
    g.ActiveIdUsingAllKeyboardKeys = false;
4015
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4016
    g.ActiveIdUsingNavInputMask = 0x00;
4017
#endif
4018
0
}
4019
4020
void ImGui::ClearActiveID()
4021
0
{
4022
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
4023
0
}
4024
4025
void ImGui::SetHoveredID(ImGuiID id)
4026
0
{
4027
0
    ImGuiContext& g = *GImGui;
4028
0
    g.HoveredId = id;
4029
0
    g.HoveredIdAllowOverlap = false;
4030
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
4031
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
4032
0
}
4033
4034
ImGuiID ImGui::GetHoveredID()
4035
0
{
4036
0
    ImGuiContext& g = *GImGui;
4037
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
4038
0
}
4039
4040
// This is called by ItemAdd().
4041
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
4042
void ImGui::KeepAliveID(ImGuiID id)
4043
0
{
4044
0
    ImGuiContext& g = *GImGui;
4045
0
    if (g.ActiveId == id)
4046
0
        g.ActiveIdIsAlive = id;
4047
0
    if (g.ActiveIdPreviousFrame == id)
4048
0
        g.ActiveIdPreviousFrameIsAlive = true;
4049
0
}
4050
4051
void ImGui::MarkItemEdited(ImGuiID id)
4052
0
{
4053
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
4054
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
4055
0
    ImGuiContext& g = *GImGui;
4056
0
    if (g.LockMarkEdited > 0)
4057
0
        return;
4058
0
    if (g.ActiveId == id || g.ActiveId == 0)
4059
0
    {
4060
0
        g.ActiveIdHasBeenEditedThisFrame = true;
4061
0
        g.ActiveIdHasBeenEditedBefore = true;
4062
0
    }
4063
4064
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
4065
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
4066
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
4067
4068
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
4069
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
4070
0
}
4071
4072
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
4073
0
{
4074
    // An active popup disable hovering on other windows (apart from its own children)
4075
    // FIXME-OPT: This could be cached/stored within the window.
4076
0
    ImGuiContext& g = *GImGui;
4077
0
    if (g.NavWindow)
4078
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
4079
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
4080
0
            {
4081
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
4082
                // NB: The 'else' is important because Modal windows are also Popups.
4083
0
                bool want_inhibit = false;
4084
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
4085
0
                    want_inhibit = true;
4086
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4087
0
                    want_inhibit = true;
4088
4089
                // Inhibit hover unless the window is within the stack of our modal/popup
4090
0
                if (want_inhibit)
4091
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4092
0
                        return false;
4093
0
            }
4094
4095
    // Filter by viewport
4096
0
    if (window->Viewport != g.MouseViewport)
4097
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4098
0
            return false;
4099
4100
0
    return true;
4101
0
}
4102
4103
static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)
4104
0
{
4105
0
    ImGuiContext& g = *GImGui;
4106
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4107
0
        return g.Style.HoverDelayNormal;
4108
0
    if (flags & ImGuiHoveredFlags_DelayShort)
4109
0
        return g.Style.HoverDelayShort;
4110
0
    return 0.0f;
4111
0
}
4112
4113
static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags)
4114
0
{
4115
    // Allow instance flags to override shared flags
4116
0
    if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal))
4117
0
        shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal);
4118
0
    return user_flags | shared_flags;
4119
0
}
4120
4121
// This is roughly matching the behavior of internal-facing ItemHoverable()
4122
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4123
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4124
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4125
0
{
4126
0
    ImGuiContext& g = *GImGui;
4127
0
    ImGuiWindow* window = g.CurrentWindow;
4128
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");
4129
4130
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4131
0
    {
4132
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4133
0
            return false;
4134
0
        if (!IsItemFocused())
4135
0
            return false;
4136
4137
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4138
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav);
4139
0
    }
4140
0
    else
4141
0
    {
4142
        // Test for bounding box overlap, as updated as ItemAdd()
4143
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4144
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4145
0
            return false;
4146
4147
0
        if (flags & ImGuiHoveredFlags_ForTooltip)
4148
0
            flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
4149
4150
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4151
4152
        // Done with rectangle culling so we can perform heavier checks now
4153
        // Test if we are hovering the right window (our window could be behind another window)
4154
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4155
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4156
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4157
        // the test that has been running for a long while.
4158
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4159
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)
4160
0
                return false;
4161
4162
        // Test if another item is active (e.g. being dragged)
4163
0
        const ImGuiID id = g.LastItemData.ID;
4164
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4165
0
            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4166
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4167
0
                    return false;
4168
4169
        // Test if interactions on this window are blocked by an active popup or modal.
4170
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4171
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4172
0
            return false;
4173
4174
        // Test if the item is disabled
4175
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4176
0
            return false;
4177
4178
        // Special handling for calling after Begin() which represent the title bar or tab.
4179
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4180
        // will never be overwritten so we need to detect the case.
4181
0
        if (id == window->MoveId && window->WriteAccessed)
4182
0
            return false;
4183
4184
        // Test if using AllowOverlap and overlapped
4185
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)
4186
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)
4187
0
                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)
4188
0
                    return false;
4189
0
    }
4190
4191
    // Handle hover delay
4192
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4193
0
    const float delay = CalcDelayFromHoveredFlags(flags);
4194
0
    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))
4195
0
    {
4196
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4197
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))
4198
0
            g.HoverItemDelayTimer = 0.0f;
4199
0
        g.HoverItemDelayId = hover_delay_id;
4200
4201
        // When changing hovered item we requires a bit of stationary delay before activating hover timer,
4202
        // but once unlocked on a given item we also moving.
4203
        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }
4204
0
        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)
4205
0
            return false;
4206
4207
0
        if (g.HoverItemDelayTimer < delay)
4208
0
            return false;
4209
0
    }
4210
4211
0
    return true;
4212
0
}
4213
4214
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4215
// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)
4216
// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.
4217
// If you used this in your legacy/custom widgets code:
4218
// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.
4219
// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.
4220
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)
4221
0
{
4222
0
    ImGuiContext& g = *GImGui;
4223
0
    ImGuiWindow* window = g.CurrentWindow;
4224
0
    if (g.HoveredWindow != window)
4225
0
        return false;
4226
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4227
0
        return false;
4228
4229
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4230
0
        return false;
4231
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4232
0
        return false;
4233
4234
    // Done with rectangle culling so we can perform heavier checks now.
4235
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4236
0
    {
4237
0
        g.HoveredIdDisabled = true;
4238
0
        return false;
4239
0
    }
4240
4241
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4242
    // hover test in widgets code. We could also decide to split this function is two.
4243
0
    if (id != 0)
4244
0
    {
4245
        // Drag source doesn't report as hovered
4246
0
        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
4247
0
            return false;
4248
4249
0
        SetHoveredID(id);
4250
4251
        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.
4252
        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.
4253
0
        if (item_flags & ImGuiItemFlags_AllowOverlap)
4254
0
        {
4255
0
            g.HoveredIdAllowOverlap = true;
4256
0
            if (g.HoveredIdPreviousFrame != id)
4257
0
                return false;
4258
0
        }
4259
0
    }
4260
4261
    // When disabled we'll return false but still set HoveredId
4262
0
    if (item_flags & ImGuiItemFlags_Disabled)
4263
0
    {
4264
        // Release active id if turning disabled
4265
0
        if (g.ActiveId == id && id != 0)
4266
0
            ClearActiveID();
4267
0
        g.HoveredIdDisabled = true;
4268
0
        return false;
4269
0
    }
4270
4271
0
    if (id != 0)
4272
0
    {
4273
        // [DEBUG] Item Picker tool!
4274
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4275
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4276
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4277
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4278
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4279
0
        if (g.DebugItemPickerBreakId == id)
4280
0
            IM_DEBUG_BREAK();
4281
0
    }
4282
4283
0
    if (g.NavDisableMouseHover)
4284
0
        return false;
4285
4286
0
    return true;
4287
0
}
4288
4289
// FIXME: This is inlined/duplicated in ItemAdd()
4290
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4291
0
{
4292
0
    ImGuiContext& g = *GImGui;
4293
0
    ImGuiWindow* window = g.CurrentWindow;
4294
0
    if (!bb.Overlaps(window->ClipRect))
4295
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4296
0
            if (!g.LogEnabled)
4297
0
                return true;
4298
0
    return false;
4299
0
}
4300
4301
// This is also inlined in ItemAdd()
4302
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4303
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4304
0
{
4305
0
    ImGuiContext& g = *GImGui;
4306
0
    g.LastItemData.ID = item_id;
4307
0
    g.LastItemData.InFlags = in_flags;
4308
0
    g.LastItemData.StatusFlags = item_flags;
4309
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4310
0
}
4311
4312
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4313
0
{
4314
0
    if (wrap_pos_x < 0.0f)
4315
0
        return 0.0f;
4316
4317
0
    ImGuiContext& g = *GImGui;
4318
0
    ImGuiWindow* window = g.CurrentWindow;
4319
0
    if (wrap_pos_x == 0.0f)
4320
0
    {
4321
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4322
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4323
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4324
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4325
        //else
4326
0
        wrap_pos_x = window->WorkRect.Max.x;
4327
0
    }
4328
0
    else if (wrap_pos_x > 0.0f)
4329
0
    {
4330
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4331
0
    }
4332
4333
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4334
0
}
4335
4336
// IM_ALLOC() == ImGui::MemAlloc()
4337
void* ImGui::MemAlloc(size_t size)
4338
0
{
4339
0
    void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4340
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4341
0
    if (ImGuiContext* ctx = GImGui)
4342
0
        DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size);
4343
0
#endif
4344
0
    return ptr;
4345
0
}
4346
4347
// IM_FREE() == ImGui::MemFree()
4348
void ImGui::MemFree(void* ptr)
4349
0
{
4350
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
4351
0
    if (ptr != NULL)
4352
0
        if (ImGuiContext* ctx = GImGui)
4353
0
            DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1);
4354
0
#endif
4355
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4356
0
}
4357
4358
// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames"
4359
void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size)
4360
0
{
4361
0
    ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4362
0
    IM_UNUSED(ptr);
4363
0
    if (entry->FrameCount != frame_count)
4364
0
    {
4365
0
        info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf);
4366
0
        entry = &info->LastEntriesBuf[info->LastEntriesIdx];
4367
0
        entry->FrameCount = frame_count;
4368
0
        entry->AllocCount = entry->FreeCount = 0;
4369
0
    }
4370
0
    if (size != (size_t)-1)
4371
0
    {
4372
0
        entry->AllocCount++;
4373
0
        info->TotalAllocCount++;
4374
        //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr);
4375
0
    }
4376
0
    else
4377
0
    {
4378
0
        entry->FreeCount++;
4379
0
        info->TotalFreeCount++;
4380
        //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr);
4381
0
    }
4382
0
}
4383
4384
const char* ImGui::GetClipboardText()
4385
0
{
4386
0
    ImGuiContext& g = *GImGui;
4387
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4388
0
}
4389
4390
void ImGui::SetClipboardText(const char* text)
4391
0
{
4392
0
    ImGuiContext& g = *GImGui;
4393
0
    if (g.IO.SetClipboardTextFn)
4394
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4395
0
}
4396
4397
const char* ImGui::GetVersion()
4398
0
{
4399
0
    return IMGUI_VERSION;
4400
0
}
4401
4402
ImGuiIO& ImGui::GetIO()
4403
0
{
4404
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4405
0
    return GImGui->IO;
4406
0
}
4407
4408
ImGuiPlatformIO& ImGui::GetPlatformIO()
4409
0
{
4410
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4411
0
    return GImGui->PlatformIO;
4412
0
}
4413
4414
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4415
ImDrawData* ImGui::GetDrawData()
4416
0
{
4417
0
    ImGuiContext& g = *GImGui;
4418
0
    ImGuiViewportP* viewport = g.Viewports[0];
4419
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4420
0
}
4421
4422
double ImGui::GetTime()
4423
0
{
4424
0
    return GImGui->Time;
4425
0
}
4426
4427
int ImGui::GetFrameCount()
4428
0
{
4429
0
    return GImGui->FrameCount;
4430
0
}
4431
4432
static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4433
0
{
4434
    // Create the draw list on demand, because they are not frequently used for all viewports
4435
0
    ImGuiContext& g = *GImGui;
4436
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));
4437
0
    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];
4438
0
    if (draw_list == NULL)
4439
0
    {
4440
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4441
0
        draw_list->_OwnerName = drawlist_name;
4442
0
        viewport->BgFgDrawLists[drawlist_no] = draw_list;
4443
0
    }
4444
4445
    // Our ImDrawList system requires that there is always a command
4446
0
    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)
4447
0
    {
4448
0
        draw_list->_ResetForNewFrame();
4449
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4450
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4451
0
        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;
4452
0
    }
4453
0
    return draw_list;
4454
0
}
4455
4456
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4457
0
{
4458
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4459
0
}
4460
4461
ImDrawList* ImGui::GetBackgroundDrawList()
4462
0
{
4463
0
    ImGuiContext& g = *GImGui;
4464
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4465
0
}
4466
4467
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4468
0
{
4469
0
    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4470
0
}
4471
4472
ImDrawList* ImGui::GetForegroundDrawList()
4473
0
{
4474
0
    ImGuiContext& g = *GImGui;
4475
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4476
0
}
4477
4478
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4479
0
{
4480
0
    return &GImGui->DrawListSharedData;
4481
0
}
4482
4483
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4484
0
{
4485
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4486
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4487
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4488
0
    ImGuiContext& g = *GImGui;
4489
0
    FocusWindow(window);
4490
0
    SetActiveID(window->MoveId, window);
4491
0
    g.NavDisableHighlight = true;
4492
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4493
0
    g.ActiveIdNoClearOnFocusLoss = true;
4494
0
    SetActiveIdUsingAllKeyboardKeys();
4495
4496
0
    bool can_move_window = true;
4497
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4498
0
        can_move_window = false;
4499
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4500
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4501
0
            can_move_window = false;
4502
0
    if (can_move_window)
4503
0
        g.MovingWindow = window;
4504
0
}
4505
4506
// We use 'undock == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4507
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock)
4508
0
{
4509
0
    ImGuiContext& g = *GImGui;
4510
0
    bool can_undock_node = false;
4511
0
    if (undock && node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0 && (node->MergedFlags & ImGuiDockNodeFlags_NoUndocking) == 0)
4512
0
    {
4513
        // Can undock if:
4514
        // - part of a hierarchy with more than one visible node (if only one is visible, we'll just move the root window)
4515
        // - part of a dockspace node hierarchy: so we can undock the last single visible node too (trivia: undocking from a fixed/central node will create a new node and copy windows)
4516
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4517
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4518
0
            can_undock_node = true;
4519
0
    }
4520
4521
0
    const bool clicked = IsMouseClicked(0);
4522
0
    const bool dragging = IsMouseDragging(0);
4523
0
    if (can_undock_node && dragging)
4524
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4525
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4526
0
        StartMouseMovingWindow(window);
4527
0
}
4528
4529
// Handle mouse moving window
4530
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4531
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4532
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4533
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4534
void ImGui::UpdateMouseMovingWindowNewFrame()
4535
0
{
4536
0
    ImGuiContext& g = *GImGui;
4537
0
    if (g.MovingWindow != NULL)
4538
0
    {
4539
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4540
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4541
0
        KeepAliveID(g.ActiveId);
4542
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4543
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4544
4545
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4546
0
        const bool window_disappared = (!moving_window->WasActive && !moving_window->Active);
4547
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4548
0
        {
4549
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4550
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4551
0
            {
4552
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4553
0
                if (moving_window->Viewport && moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4554
0
                {
4555
0
                    moving_window->Viewport->Pos = pos;
4556
0
                    moving_window->Viewport->UpdateWorkRect();
4557
0
                }
4558
0
            }
4559
0
            FocusWindow(g.MovingWindow);
4560
0
        }
4561
0
        else
4562
0
        {
4563
0
            if (!window_disappared)
4564
0
            {
4565
                // Try to merge the window back into the main viewport.
4566
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4567
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4568
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4569
4570
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4571
0
                if (moving_window->Viewport && !IsDragDropPayloadBeingAccepted())
4572
0
                    g.MouseViewport = moving_window->Viewport;
4573
4574
                // Clear the NoInput window flag set by the Viewport system
4575
0
                if (moving_window->Viewport)
4576
0
                    moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs;
4577
0
            }
4578
4579
0
            g.MovingWindow = NULL;
4580
0
            ClearActiveID();
4581
0
        }
4582
0
    }
4583
0
    else
4584
0
    {
4585
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4586
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4587
0
        {
4588
0
            KeepAliveID(g.ActiveId);
4589
0
            if (!g.IO.MouseDown[0])
4590
0
                ClearActiveID();
4591
0
        }
4592
0
    }
4593
0
}
4594
4595
// Initiate moving window when clicking on empty space or title bar.
4596
// Handle left-click and right-click focus.
4597
void ImGui::UpdateMouseMovingWindowEndFrame()
4598
0
{
4599
0
    ImGuiContext& g = *GImGui;
4600
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4601
0
        return;
4602
4603
    // Unless we just made a window/popup appear
4604
0
    if (g.NavWindow && g.NavWindow->Appearing)
4605
0
        return;
4606
4607
    // Click on empty space to focus window and start moving
4608
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4609
0
    if (g.IO.MouseClicked[0])
4610
0
    {
4611
        // Handle the edge case of a popup being closed while clicking in its empty space.
4612
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4613
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4614
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4615
4616
0
        if (root_window != NULL && !is_closed_popup)
4617
0
        {
4618
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4619
4620
            // Cancel moving if clicked outside of title bar
4621
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4622
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4623
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4624
0
                        g.MovingWindow = NULL;
4625
4626
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4627
0
            if (g.HoveredIdDisabled)
4628
0
                g.MovingWindow = NULL;
4629
0
        }
4630
0
        else if (root_window == NULL && g.NavWindow != NULL)
4631
0
        {
4632
            // Clicking on void disable focus
4633
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4634
0
        }
4635
0
    }
4636
4637
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4638
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4639
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4640
0
    if (g.IO.MouseClicked[1])
4641
0
    {
4642
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4643
        // This is where we can trim the popup stack.
4644
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4645
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4646
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4647
0
    }
4648
0
}
4649
4650
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4651
// Need to keep in sync with SetWindowPos()
4652
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4653
0
{
4654
0
    window->Pos += delta;
4655
0
    window->ClipRect.Translate(delta);
4656
0
    window->OuterRectClipped.Translate(delta);
4657
0
    window->InnerRect.Translate(delta);
4658
0
    window->DC.CursorPos += delta;
4659
0
    window->DC.CursorStartPos += delta;
4660
0
    window->DC.CursorMaxPos += delta;
4661
0
    window->DC.IdealMaxPos += delta;
4662
0
}
4663
4664
static void ScaleWindow(ImGuiWindow* window, float scale)
4665
0
{
4666
0
    ImVec2 origin = window->Viewport->Pos;
4667
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4668
0
    window->Size = ImTrunc(window->Size * scale);
4669
0
    window->SizeFull = ImTrunc(window->SizeFull * scale);
4670
0
    window->ContentSize = ImTrunc(window->ContentSize * scale);
4671
0
}
4672
4673
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4674
0
{
4675
0
    return (window->Active) && (!window->Hidden);
4676
0
}
4677
4678
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4679
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4680
0
{
4681
0
    ImGuiContext& g = *GImGui;
4682
0
    ImGuiIO& io = g.IO;
4683
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4684
4685
    // Find the window hovered by mouse:
4686
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4687
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4688
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4689
0
    bool clear_hovered_windows = false;
4690
0
    FindHoveredWindow();
4691
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4692
4693
    // Modal windows prevents mouse from hovering behind them.
4694
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4695
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4696
0
        clear_hovered_windows = true;
4697
4698
    // Disabled mouse?
4699
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4700
0
        clear_hovered_windows = true;
4701
4702
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4703
    // won't report hovering nor request capture even while dragging over our windows afterward.
4704
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4705
0
    const bool has_open_modal = (modal_window != NULL);
4706
0
    int mouse_earliest_down = -1;
4707
0
    bool mouse_any_down = false;
4708
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4709
0
    {
4710
0
        if (io.MouseClicked[i])
4711
0
        {
4712
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4713
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4714
0
        }
4715
0
        mouse_any_down |= io.MouseDown[i];
4716
0
        if (io.MouseDown[i])
4717
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4718
0
                mouse_earliest_down = i;
4719
0
    }
4720
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4721
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4722
4723
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4724
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4725
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4726
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4727
0
        clear_hovered_windows = true;
4728
4729
0
    if (clear_hovered_windows)
4730
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4731
4732
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4733
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4734
0
    if (g.WantCaptureMouseNextFrame != -1)
4735
0
    {
4736
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4737
0
    }
4738
0
    else
4739
0
    {
4740
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4741
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4742
0
    }
4743
4744
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4745
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4746
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4747
0
    else
4748
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4749
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4750
0
        io.WantCaptureKeyboard = true;
4751
4752
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4753
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4754
0
}
4755
4756
void ImGui::NewFrame()
4757
0
{
4758
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4759
0
    ImGuiContext& g = *GImGui;
4760
4761
    // Remove pending delete hooks before frame start.
4762
    // This deferred removal avoid issues of removal while iterating the hook vector
4763
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4764
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4765
0
            g.Hooks.erase(&g.Hooks[n]);
4766
4767
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4768
4769
    // Check and assert for various common IO and Configuration mistakes
4770
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4771
0
    ErrorCheckNewFrameSanityChecks();
4772
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4773
4774
    // Load settings on first frame, save settings when modified (after a delay)
4775
0
    UpdateSettings();
4776
4777
0
    g.Time += g.IO.DeltaTime;
4778
0
    g.WithinFrameScope = true;
4779
0
    g.FrameCount += 1;
4780
0
    g.TooltipOverrideCount = 0;
4781
0
    g.WindowsActiveCount = 0;
4782
0
    g.MenusIdSubmittedThisFrame.resize(0);
4783
4784
    // Calculate frame-rate for the user, as a purely luxurious feature
4785
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4786
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4787
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4788
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4789
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4790
4791
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4792
0
    g.InputEventsTrail.resize(0);
4793
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4794
4795
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4796
0
    UpdateViewportsNewFrame();
4797
4798
    // Setup current font and draw list shared data
4799
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4800
0
    g.IO.Fonts->Locked = true;
4801
0
    SetCurrentFont(GetDefaultFont());
4802
0
    IM_ASSERT(g.Font->IsLoaded());
4803
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4804
0
    for (ImGuiViewportP* viewport : g.Viewports)
4805
0
        virtual_space.Add(viewport->GetMainRect());
4806
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4807
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4808
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4809
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4810
0
    if (g.Style.AntiAliasedLines)
4811
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4812
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4813
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4814
0
    if (g.Style.AntiAliasedFill)
4815
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4816
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4817
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4818
4819
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4820
0
    for (ImGuiViewportP* viewport : g.Viewports)
4821
0
    {
4822
0
        viewport->DrawData = NULL;
4823
0
        viewport->DrawDataP.Valid = false;
4824
0
    }
4825
4826
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4827
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4828
0
        KeepAliveID(g.DragDropPayload.SourceId);
4829
4830
    // Update HoveredId data
4831
0
    if (!g.HoveredIdPreviousFrame)
4832
0
        g.HoveredIdTimer = 0.0f;
4833
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4834
0
        g.HoveredIdNotActiveTimer = 0.0f;
4835
0
    if (g.HoveredId)
4836
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4837
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4838
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4839
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4840
0
    g.HoveredId = 0;
4841
0
    g.HoveredIdAllowOverlap = false;
4842
0
    g.HoveredIdDisabled = false;
4843
4844
    // Clear ActiveID if the item is not alive anymore.
4845
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4846
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4847
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4848
0
    {
4849
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4850
0
        ClearActiveID();
4851
0
    }
4852
4853
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4854
0
    if (g.ActiveId)
4855
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4856
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4857
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4858
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4859
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4860
0
    g.ActiveIdIsAlive = 0;
4861
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4862
0
    g.ActiveIdPreviousFrameIsAlive = false;
4863
0
    g.ActiveIdIsJustActivated = false;
4864
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4865
0
        g.TempInputId = 0;
4866
0
    if (g.ActiveId == 0)
4867
0
    {
4868
0
        g.ActiveIdUsingNavDirMask = 0x00;
4869
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4870
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4871
        g.ActiveIdUsingNavInputMask = 0x00;
4872
#endif
4873
0
    }
4874
4875
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4876
    if (g.ActiveId == 0)
4877
        g.ActiveIdUsingNavInputMask = 0;
4878
    else if (g.ActiveIdUsingNavInputMask != 0)
4879
    {
4880
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4881
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4882
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4883
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4884
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4885
            IM_ASSERT(0); // Other values unsupported
4886
    }
4887
#endif
4888
4889
    // Record when we have been stationary as this state is preserved while over same item.
4890
    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.
4891
    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.
4892
0
    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4893
0
        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;
4894
0
    else if (g.HoverItemDelayId == 0)
4895
0
        g.HoverItemUnlockedStationaryId = 0;
4896
0
    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)
4897
0
        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;
4898
0
    else if (g.HoveredWindow == NULL)
4899
0
        g.HoverWindowUnlockedStationaryId = 0;
4900
4901
    // Update hover delay for IsItemHovered() with delays and tooltips
4902
0
    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;
4903
0
    if (g.HoverItemDelayId != 0)
4904
0
    {
4905
0
        g.HoverItemDelayTimer += g.IO.DeltaTime;
4906
0
        g.HoverItemDelayClearTimer = 0.0f;
4907
0
        g.HoverItemDelayId = 0;
4908
0
    }
4909
0
    else if (g.HoverItemDelayTimer > 0.0f)
4910
0
    {
4911
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4912
        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.
4913
0
        g.HoverItemDelayClearTimer += g.IO.DeltaTime;
4914
0
        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate
4915
0
            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4916
0
    }
4917
4918
    // Drag and drop
4919
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4920
0
    g.DragDropAcceptIdCurr = 0;
4921
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4922
0
    g.DragDropWithinSource = false;
4923
0
    g.DragDropWithinTarget = false;
4924
0
    g.DragDropHoldJustPressedId = 0;
4925
4926
    // Close popups on focus lost (currently wip/opt-in)
4927
    //if (g.IO.AppFocusLost)
4928
    //    ClosePopupsExceptModals();
4929
4930
    // Update keyboard input state
4931
0
    UpdateKeyboardInputs();
4932
4933
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4934
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4935
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4936
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4937
4938
    // Update gamepad/keyboard navigation
4939
0
    NavUpdate();
4940
4941
    // Update mouse input state
4942
0
    UpdateMouseInputs();
4943
4944
    // Undocking
4945
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4946
0
    DockContextNewFrameUpdateUndocking(&g);
4947
4948
    // Find hovered window
4949
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4950
0
    UpdateHoveredWindowAndCaptureFlags();
4951
4952
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4953
0
    UpdateMouseMovingWindowNewFrame();
4954
4955
    // Background darkening/whitening
4956
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4957
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4958
0
    else
4959
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4960
4961
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4962
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4963
4964
    // Platform IME data: reset for the frame
4965
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4966
0
    g.PlatformImeData.WantVisible = false;
4967
4968
    // Mouse wheel scrolling, scale
4969
0
    UpdateMouseWheel();
4970
4971
    // Mark all windows as not visible and compact unused memory.
4972
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4973
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4974
0
    for (ImGuiWindow* window : g.Windows)
4975
0
    {
4976
0
        window->WasActive = window->Active;
4977
0
        window->Active = false;
4978
0
        window->WriteAccessed = false;
4979
0
        window->BeginCountPreviousFrame = window->BeginCount;
4980
0
        window->BeginCount = 0;
4981
4982
        // Garbage collect transient buffers of recently unused windows
4983
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4984
0
            GcCompactTransientWindowBuffers(window);
4985
0
    }
4986
4987
    // Garbage collect transient buffers of recently unused tables
4988
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4989
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4990
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4991
0
    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)
4992
0
        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)
4993
0
            TableGcCompactTransientBuffers(&table_temp_data);
4994
0
    if (g.GcCompactAll)
4995
0
        GcCompactTransientMiscBuffers();
4996
0
    g.GcCompactAll = false;
4997
4998
    // Closing the focused window restore focus to the first active root window in descending z-order
4999
0
    if (g.NavWindow && !g.NavWindow->WasActive)
5000
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
5001
5002
    // No window should be open at the beginning of the frame.
5003
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
5004
0
    g.CurrentWindowStack.resize(0);
5005
0
    g.BeginPopupStack.resize(0);
5006
0
    g.ItemFlagsStack.resize(0);
5007
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
5008
0
    g.GroupStack.resize(0);
5009
5010
    // Docking
5011
0
    DockContextNewFrameUpdateDocking(&g);
5012
5013
    // [DEBUG] Update debug features
5014
0
    UpdateDebugToolItemPicker();
5015
0
    UpdateDebugToolStackQueries();
5016
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
5017
0
        g.DebugLocateId = 0;
5018
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
5019
0
    {
5020
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
5021
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
5022
0
    }
5023
5024
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
5025
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
5026
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
5027
0
    g.WithinFrameScopeWithImplicitWindow = true;
5028
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
5029
0
    Begin("Debug##Default");
5030
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
5031
5032
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
5033
    // allowing to validate correct Begin/End behavior in user code.
5034
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
5035
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
5036
0
    else
5037
0
        g.DebugBeginReturnValueCullDepth = -1;
5038
5039
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
5040
0
}
5041
5042
// FIXME: Add a more explicit sort order in the window structure.
5043
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
5044
0
{
5045
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
5046
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
5047
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
5048
0
        return d;
5049
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
5050
0
        return d;
5051
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
5052
0
}
5053
5054
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
5055
0
{
5056
0
    out_sorted_windows->push_back(window);
5057
0
    if (window->Active)
5058
0
    {
5059
0
        int count = window->DC.ChildWindows.Size;
5060
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
5061
0
        for (int i = 0; i < count; i++)
5062
0
        {
5063
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
5064
0
            if (child->Active)
5065
0
                AddWindowToSortBuffer(out_sorted_windows, child);
5066
0
        }
5067
0
    }
5068
0
}
5069
5070
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
5071
0
{
5072
0
    ImGuiContext& g = *GImGui;
5073
0
    ImGuiViewportP* viewport = window->Viewport;
5074
0
    IM_ASSERT(viewport != NULL);
5075
0
    g.IO.MetricsRenderWindows++;
5076
0
    if (window->DrawList->_Splitter._Count > 1)
5077
0
        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.
5078
0
    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);
5079
0
    for (ImGuiWindow* child : window->DC.ChildWindows)
5080
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
5081
0
            AddWindowToDrawData(child, layer);
5082
0
}
5083
5084
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
5085
0
{
5086
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
5087
0
}
5088
5089
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
5090
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
5091
0
{
5092
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
5093
0
}
5094
5095
static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)
5096
0
{
5097
0
    int n = builder->Layers[0]->Size;
5098
0
    int full_size = n;
5099
0
    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)
5100
0
        full_size += builder->Layers[i]->Size;
5101
0
    builder->Layers[0]->resize(full_size);
5102
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)
5103
0
    {
5104
0
        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];
5105
0
        if (layer->empty())
5106
0
            continue;
5107
0
        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));
5108
0
        n += layer->Size;
5109
0
        layer->resize(0);
5110
0
    }
5111
0
}
5112
5113
static void InitViewportDrawData(ImGuiViewportP* viewport)
5114
0
{
5115
0
    ImGuiIO& io = ImGui::GetIO();
5116
0
    ImDrawData* draw_data = &viewport->DrawDataP;
5117
5118
0
    viewport->DrawData = draw_data; // Make publicly accessible
5119
0
    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;
5120
0
    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;
5121
0
    viewport->DrawDataBuilder.Layers[0]->resize(0);
5122
0
    viewport->DrawDataBuilder.Layers[1]->resize(0);
5123
5124
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
5125
    // and to allow applications/backends to easily skip rendering.
5126
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
5127
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
5128
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
5129
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
5130
5131
0
    draw_data->Valid = true;
5132
0
    draw_data->CmdListsCount = 0;
5133
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
5134
0
    draw_data->DisplayPos = viewport->Pos;
5135
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
5136
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
5137
0
    draw_data->OwnerViewport = viewport;
5138
0
}
5139
5140
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
5141
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5142
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5143
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5144
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5145
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5146
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5147
0
{
5148
0
    ImGuiWindow* window = GetCurrentWindow();
5149
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5150
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5151
0
}
5152
5153
void ImGui::PopClipRect()
5154
0
{
5155
0
    ImGuiWindow* window = GetCurrentWindow();
5156
0
    window->DrawList->PopClipRect();
5157
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5158
0
}
5159
5160
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5161
0
{
5162
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5163
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5164
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5165
0
    return window;
5166
0
}
5167
5168
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5169
0
{
5170
0
    if ((col & IM_COL32_A_MASK) == 0)
5171
0
        return;
5172
5173
0
    ImGuiViewportP* viewport = window->Viewport;
5174
0
    ImRect viewport_rect = viewport->GetMainRect();
5175
5176
    // Draw behind window by moving the draw command at the FRONT of the draw list
5177
0
    {
5178
        // Draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5179
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5180
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5181
0
        draw_list->ChannelsMerge();
5182
0
        if (draw_list->CmdBuffer.Size == 0)
5183
0
            draw_list->AddDrawCmd();
5184
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)
5185
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5186
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5187
0
        IM_ASSERT(cmd.ElemCount == 6);
5188
0
        draw_list->CmdBuffer.pop_back();
5189
0
        draw_list->CmdBuffer.push_front(cmd);
5190
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5191
0
        draw_list->PopClipRect();
5192
0
    }
5193
5194
    // Draw over sibling docking nodes in a same docking tree
5195
0
    if (window->RootWindow->DockIsActive)
5196
0
    {
5197
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5198
0
        draw_list->ChannelsMerge();
5199
0
        if (draw_list->CmdBuffer.Size == 0)
5200
0
            draw_list->AddDrawCmd();
5201
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5202
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5203
0
        draw_list->PopClipRect();
5204
0
    }
5205
0
}
5206
5207
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5208
0
{
5209
0
    ImGuiContext& g = *GImGui;
5210
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5211
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5212
0
    {
5213
0
        ImGuiWindow* window = g.Windows[i];
5214
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5215
0
            continue;
5216
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5217
0
            break;
5218
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5219
0
            bottom_most_visible_window = window;
5220
0
    }
5221
0
    return bottom_most_visible_window;
5222
0
}
5223
5224
// Important: AddWindowToDrawData() has not been called yet, meaning DockNodeHost windows needs a DrawList->ChannelsMerge() before usage.
5225
// We call ChannelsMerge() lazily here at it is faster that doing a full iteration of g.Windows[] prior to calling RenderDimmedBackgrounds().
5226
static void ImGui::RenderDimmedBackgrounds()
5227
0
{
5228
0
    ImGuiContext& g = *GImGui;
5229
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5230
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5231
0
        return;
5232
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5233
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5234
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5235
0
        return;
5236
5237
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5238
0
    if (dim_bg_for_modal)
5239
0
    {
5240
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5241
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5242
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5243
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5244
0
    }
5245
0
    else if (dim_bg_for_window_list)
5246
0
    {
5247
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5248
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5249
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5250
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5251
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5252
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5253
5254
        // Draw border around CTRL+Tab target window
5255
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5256
0
        ImGuiViewport* viewport = window->Viewport;
5257
0
        float distance = g.FontSize;
5258
0
        ImRect bb = window->Rect();
5259
0
        bb.Expand(distance);
5260
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5261
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5262
0
        window->DrawList->ChannelsMerge();
5263
0
        if (window->DrawList->CmdBuffer.Size == 0)
5264
0
            window->DrawList->AddDrawCmd();
5265
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5266
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5267
0
        window->DrawList->PopClipRect();
5268
0
    }
5269
5270
    // Draw dimming background on _other_ viewports than the ones our windows are in
5271
0
    for (ImGuiViewportP* viewport : g.Viewports)
5272
0
    {
5273
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5274
0
            continue;
5275
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5276
0
            continue;
5277
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5278
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5279
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5280
0
    }
5281
0
}
5282
5283
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5284
void ImGui::EndFrame()
5285
0
{
5286
0
    ImGuiContext& g = *GImGui;
5287
0
    IM_ASSERT(g.Initialized);
5288
5289
    // Don't process EndFrame() multiple times.
5290
0
    if (g.FrameCountEnded == g.FrameCount)
5291
0
        return;
5292
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5293
5294
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5295
5296
0
    ErrorCheckEndFrameSanityChecks();
5297
5298
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5299
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5300
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5301
0
    {
5302
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5303
0
        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5304
0
        if (viewport == NULL)
5305
0
            viewport = GetMainViewport();
5306
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5307
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5308
        {
5309
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5310
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5311
            viewport->PlatformHandleRaw = NULL;
5312
        }
5313
        else
5314
#endif
5315
0
        {
5316
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5317
0
        }
5318
0
    }
5319
5320
    // Hide implicit/fallback "Debug" window if it hasn't been used
5321
0
    g.WithinFrameScopeWithImplicitWindow = false;
5322
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5323
0
        g.CurrentWindow->Active = false;
5324
0
    End();
5325
5326
    // Update navigation: CTRL+Tab, wrap-around requests
5327
0
    NavEndFrame();
5328
5329
    // Update docking
5330
0
    DockContextEndFrame(&g);
5331
5332
0
    SetCurrentViewport(NULL, NULL);
5333
5334
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5335
0
    if (g.DragDropActive)
5336
0
    {
5337
0
        bool is_delivered = g.DragDropPayload.Delivery;
5338
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5339
0
        if (is_delivered || is_elapsed)
5340
0
            ClearDragDrop();
5341
0
    }
5342
5343
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5344
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5345
0
    {
5346
0
        g.DragDropWithinSource = true;
5347
0
        SetTooltip("...");
5348
0
        g.DragDropWithinSource = false;
5349
0
    }
5350
5351
    // End frame
5352
0
    g.WithinFrameScope = false;
5353
0
    g.FrameCountEnded = g.FrameCount;
5354
5355
    // Initiate moving window + handle left-click and right-click focus
5356
0
    UpdateMouseMovingWindowEndFrame();
5357
5358
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5359
0
    UpdateViewportsEndFrame();
5360
5361
    // Sort the window list so that all child windows are after their parent
5362
    // We cannot do that on FocusWindow() because children may not exist yet
5363
0
    g.WindowsTempSortBuffer.resize(0);
5364
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5365
0
    for (ImGuiWindow* window : g.Windows)
5366
0
    {
5367
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5368
0
            continue;
5369
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5370
0
    }
5371
5372
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5373
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5374
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5375
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5376
5377
    // Unlock font atlas
5378
0
    g.IO.Fonts->Locked = false;
5379
5380
    // Clear Input data for next frame
5381
0
    g.IO.MousePosPrev = g.IO.MousePos;
5382
0
    g.IO.AppFocusLost = false;
5383
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5384
0
    g.IO.InputQueueCharacters.resize(0);
5385
5386
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5387
0
}
5388
5389
// Prepare the data for rendering so you can call GetDrawData()
5390
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5391
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5392
void ImGui::Render()
5393
0
{
5394
0
    ImGuiContext& g = *GImGui;
5395
0
    IM_ASSERT(g.Initialized);
5396
5397
0
    if (g.FrameCountEnded != g.FrameCount)
5398
0
        EndFrame();
5399
0
    if (g.FrameCountRendered == g.FrameCount)
5400
0
        return;
5401
0
    g.FrameCountRendered = g.FrameCount;
5402
5403
0
    g.IO.MetricsRenderWindows = 0;
5404
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5405
5406
    // Add background ImDrawList (for each active viewport)
5407
0
    for (ImGuiViewportP* viewport : g.Viewports)
5408
0
    {
5409
0
        InitViewportDrawData(viewport);
5410
0
        if (viewport->BgFgDrawLists[0] != NULL)
5411
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5412
0
    }
5413
5414
    // Draw modal/window whitening backgrounds
5415
0
    RenderDimmedBackgrounds();
5416
5417
    // Add ImDrawList to render
5418
0
    ImGuiWindow* windows_to_render_top_most[2];
5419
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5420
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5421
0
    for (ImGuiWindow* window : g.Windows)
5422
0
    {
5423
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5424
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5425
0
            AddRootWindowToDrawData(window);
5426
0
    }
5427
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5428
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5429
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5430
5431
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5432
0
    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
5433
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5434
5435
    // Setup ImDrawData structures for end-user
5436
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5437
0
    for (ImGuiViewportP* viewport : g.Viewports)
5438
0
    {
5439
0
        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);
5440
5441
        // Add foreground ImDrawList (for each active viewport)
5442
0
        if (viewport->BgFgDrawLists[1] != NULL)
5443
0
            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5444
5445
        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).
5446
0
        ImDrawData* draw_data = &viewport->DrawDataP;
5447
0
        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);
5448
0
        for (ImDrawList* draw_list : draw_data->CmdLists)
5449
0
            draw_list->_PopUnusedDrawCmd();
5450
5451
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5452
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5453
0
    }
5454
5455
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5456
0
}
5457
5458
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5459
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5460
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5461
0
{
5462
0
    ImGuiContext& g = *GImGui;
5463
5464
0
    const char* text_display_end;
5465
0
    if (hide_text_after_double_hash)
5466
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5467
0
    else
5468
0
        text_display_end = text_end;
5469
5470
0
    ImFont* font = g.Font;
5471
0
    const float font_size = g.FontSize;
5472
0
    if (text == text_display_end)
5473
0
        return ImVec2(0.0f, font_size);
5474
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5475
5476
    // Round
5477
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5478
    // FIXME: Investigate using ceilf or e.g.
5479
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5480
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5481
0
    text_size.x = IM_TRUNC(text_size.x + 0.99999f);
5482
5483
0
    return text_size;
5484
0
}
5485
5486
// Find window given position, search front-to-back
5487
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5488
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5489
// called, aka before the next Begin(). Moving window isn't affected.
5490
static void FindHoveredWindow()
5491
0
{
5492
0
    ImGuiContext& g = *GImGui;
5493
5494
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5495
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5496
0
    if (g.MovingWindow)
5497
0
        g.MovingWindow->Viewport = g.MouseViewport;
5498
5499
0
    ImGuiWindow* hovered_window = NULL;
5500
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5501
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5502
0
        hovered_window = g.MovingWindow;
5503
5504
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5505
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5506
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5507
0
    {
5508
0
        ImGuiWindow* window = g.Windows[i];
5509
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5510
0
        if (!window->Active || window->Hidden)
5511
0
            continue;
5512
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5513
0
            continue;
5514
0
        IM_ASSERT(window->Viewport);
5515
0
        if (window->Viewport != g.MouseViewport)
5516
0
            continue;
5517
5518
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5519
0
        ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize;
5520
0
        if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding))
5521
0
            continue;
5522
5523
        // Support for one rectangular hole in any given window
5524
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5525
0
        if (window->HitTestHoleSize.x != 0)
5526
0
        {
5527
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5528
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5529
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5530
0
                continue;
5531
0
        }
5532
5533
0
        if (hovered_window == NULL)
5534
0
            hovered_window = window;
5535
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5536
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5537
0
            hovered_window_ignoring_moving_window = window;
5538
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5539
0
            break;
5540
0
    }
5541
5542
0
    g.HoveredWindow = hovered_window;
5543
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5544
5545
0
    if (g.MovingWindow)
5546
0
        g.MovingWindow->Viewport = moving_window_viewport;
5547
0
}
5548
5549
bool ImGui::IsItemActive()
5550
0
{
5551
0
    ImGuiContext& g = *GImGui;
5552
0
    if (g.ActiveId)
5553
0
        return g.ActiveId == g.LastItemData.ID;
5554
0
    return false;
5555
0
}
5556
5557
bool ImGui::IsItemActivated()
5558
0
{
5559
0
    ImGuiContext& g = *GImGui;
5560
0
    if (g.ActiveId)
5561
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5562
0
            return true;
5563
0
    return false;
5564
0
}
5565
5566
bool ImGui::IsItemDeactivated()
5567
0
{
5568
0
    ImGuiContext& g = *GImGui;
5569
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5570
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5571
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5572
0
}
5573
5574
bool ImGui::IsItemDeactivatedAfterEdit()
5575
0
{
5576
0
    ImGuiContext& g = *GImGui;
5577
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5578
0
}
5579
5580
// == GetItemID() == GetFocusID()
5581
bool ImGui::IsItemFocused()
5582
0
{
5583
0
    ImGuiContext& g = *GImGui;
5584
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5585
0
        return false;
5586
5587
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5588
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5589
0
    ImGuiWindow* window = g.CurrentWindow;
5590
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5591
0
        return false;
5592
5593
0
    return true;
5594
0
}
5595
5596
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5597
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5598
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5599
0
{
5600
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5601
0
}
5602
5603
bool ImGui::IsItemToggledOpen()
5604
0
{
5605
0
    ImGuiContext& g = *GImGui;
5606
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5607
0
}
5608
5609
bool ImGui::IsItemToggledSelection()
5610
0
{
5611
0
    ImGuiContext& g = *GImGui;
5612
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5613
0
}
5614
5615
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
5616
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
5617
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
5618
bool ImGui::IsAnyItemHovered()
5619
0
{
5620
0
    ImGuiContext& g = *GImGui;
5621
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5622
0
}
5623
5624
bool ImGui::IsAnyItemActive()
5625
0
{
5626
0
    ImGuiContext& g = *GImGui;
5627
0
    return g.ActiveId != 0;
5628
0
}
5629
5630
bool ImGui::IsAnyItemFocused()
5631
0
{
5632
0
    ImGuiContext& g = *GImGui;
5633
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5634
0
}
5635
5636
bool ImGui::IsItemVisible()
5637
0
{
5638
0
    ImGuiContext& g = *GImGui;
5639
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5640
0
}
5641
5642
bool ImGui::IsItemEdited()
5643
0
{
5644
0
    ImGuiContext& g = *GImGui;
5645
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5646
0
}
5647
5648
// Allow next item to be overlapped by subsequent items.
5649
// This works by requiring HoveredId to match for two subsequent frames,
5650
// so if a following items overwrite it our interactions will naturally be disabled.
5651
void ImGui::SetNextItemAllowOverlap()
5652
0
{
5653
0
    ImGuiContext& g = *GImGui;
5654
0
    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;
5655
0
}
5656
5657
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5658
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5659
// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.
5660
void ImGui::SetItemAllowOverlap()
5661
{
5662
    ImGuiContext& g = *GImGui;
5663
    ImGuiID id = g.LastItemData.ID;
5664
    if (g.HoveredId == id)
5665
        g.HoveredIdAllowOverlap = true;
5666
    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.
5667
        g.ActiveIdAllowOverlap = true;
5668
}
5669
#endif
5670
5671
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5672
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5673
0
{
5674
0
    ImGuiContext& g = *GImGui;
5675
0
    IM_ASSERT(g.ActiveId != 0);
5676
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5677
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5678
0
    NavMoveRequestCancel();
5679
0
}
5680
5681
ImGuiID ImGui::GetItemID()
5682
0
{
5683
0
    ImGuiContext& g = *GImGui;
5684
0
    return g.LastItemData.ID;
5685
0
}
5686
5687
ImVec2 ImGui::GetItemRectMin()
5688
0
{
5689
0
    ImGuiContext& g = *GImGui;
5690
0
    return g.LastItemData.Rect.Min;
5691
0
}
5692
5693
ImVec2 ImGui::GetItemRectMax()
5694
0
{
5695
0
    ImGuiContext& g = *GImGui;
5696
0
    return g.LastItemData.Rect.Max;
5697
0
}
5698
5699
ImVec2 ImGui::GetItemRectSize()
5700
0
{
5701
0
    ImGuiContext& g = *GImGui;
5702
0
    return g.LastItemData.Rect.GetSize();
5703
0
}
5704
5705
// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'.
5706
// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'.
5707
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5708
0
{
5709
0
    ImGuiID id = GetCurrentWindow()->GetID(str_id);
5710
0
    return BeginChildEx(str_id, id, size_arg, child_flags, window_flags);
5711
0
}
5712
5713
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5714
0
{
5715
0
    return BeginChildEx(NULL, id, size_arg, child_flags, window_flags);
5716
0
}
5717
5718
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags)
5719
0
{
5720
0
    ImGuiContext& g = *GImGui;
5721
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5722
0
    IM_ASSERT(id != 0);
5723
5724
    // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument.
5725
0
    const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle;
5726
0
    IM_UNUSED(ImGuiChildFlags_SupportedMask_);
5727
0
    IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?");
5728
0
    IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!");
5729
0
    if (child_flags & ImGuiChildFlags_AlwaysAutoResize)
5730
0
    {
5731
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5732
0
        IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!");
5733
0
    }
5734
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5735
    if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding)
5736
        child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding;
5737
#endif
5738
0
    if (child_flags & ImGuiChildFlags_AutoResizeX)
5739
0
        child_flags &= ~ImGuiChildFlags_ResizeX;
5740
0
    if (child_flags & ImGuiChildFlags_AutoResizeY)
5741
0
        child_flags &= ~ImGuiChildFlags_ResizeY;
5742
5743
    // Set window flags
5744
0
    window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking;
5745
0
    window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag
5746
0
    if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize))
5747
0
        window_flags |= ImGuiWindowFlags_AlwaysAutoResize;
5748
0
    if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0)
5749
0
        window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
5750
5751
    // Special framed style
5752
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5753
0
    {
5754
0
        PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]);
5755
0
        PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding);
5756
0
        PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize);
5757
0
        PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding);
5758
0
        child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding;
5759
0
        window_flags |= ImGuiWindowFlags_NoMove;
5760
0
    }
5761
5762
    // Forward child flags
5763
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags;
5764
0
    g.NextWindowData.ChildFlags = child_flags;
5765
5766
    // Forward size
5767
    // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set.
5768
    // (the alternative would to store conditional flags per axis, which is possible but more code)
5769
0
    const ImVec2 size_avail = GetContentRegionAvail();
5770
0
    const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y);
5771
0
    const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y);
5772
0
    SetNextWindowSize(size);
5773
5774
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5775
    // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround.
5776
    // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it.
5777
0
    const char* temp_window_name;
5778
    /*if (name && parent_window->IDStack.back() == parent_window->ID)
5779
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack
5780
    else*/
5781
0
    if (name)
5782
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5783
0
    else
5784
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5785
5786
    // Set style
5787
0
    const float backup_border_size = g.Style.ChildBorderSize;
5788
0
    if ((child_flags & ImGuiChildFlags_Border) == 0)
5789
0
        g.Style.ChildBorderSize = 0.0f;
5790
5791
    // Begin into window
5792
0
    const bool ret = Begin(temp_window_name, NULL, window_flags);
5793
5794
    // Restore style
5795
0
    g.Style.ChildBorderSize = backup_border_size;
5796
0
    if (child_flags & ImGuiChildFlags_FrameStyle)
5797
0
    {
5798
0
        PopStyleVar(3);
5799
0
        PopStyleColor();
5800
0
    }
5801
5802
0
    ImGuiWindow* child_window = g.CurrentWindow;
5803
0
    child_window->ChildId = id;
5804
5805
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5806
    // While this is not really documented/defined, it seems that the expected thing to do.
5807
0
    if (child_window->BeginCount == 1)
5808
0
        parent_window->DC.CursorPos = child_window->Pos;
5809
5810
    // Process navigation-in immediately so NavInit can run on first frame
5811
    // Can enter a child if (A) it has navigable items or (B) it can be scrolled.
5812
0
    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);
5813
0
    if (g.ActiveId == temp_id_for_activation)
5814
0
        ClearActiveID();
5815
0
    if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5816
0
    {
5817
0
        FocusWindow(child_window);
5818
0
        NavInitWindow(child_window, false);
5819
0
        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5820
0
        g.ActiveIdSource = g.NavInputSource;
5821
0
    }
5822
0
    return ret;
5823
0
}
5824
5825
void ImGui::EndChild()
5826
0
{
5827
0
    ImGuiContext& g = *GImGui;
5828
0
    ImGuiWindow* child_window = g.CurrentWindow;
5829
5830
0
    IM_ASSERT(g.WithinEndChild == false);
5831
0
    IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5832
5833
0
    g.WithinEndChild = true;
5834
0
    ImVec2 child_size = child_window->Size;
5835
0
    End();
5836
0
    if (child_window->BeginCount == 1)
5837
0
    {
5838
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5839
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size);
5840
0
        ItemSize(child_size);
5841
0
        if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened))
5842
0
        {
5843
0
            ItemAdd(bb, child_window->ChildId);
5844
0
            RenderNavHighlight(bb, child_window->ChildId);
5845
5846
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5847
0
            if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow)
5848
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5849
0
        }
5850
0
        else
5851
0
        {
5852
            // Not navigable into
5853
0
            ItemAdd(bb, 0);
5854
5855
            // But when flattened we directly reach items, adjust active layer mask accordingly
5856
0
            if (child_window->Flags & ImGuiWindowFlags_NavFlattened)
5857
0
                parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext;
5858
0
        }
5859
0
        if (g.HoveredWindow == child_window)
5860
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5861
0
    }
5862
0
    g.WithinEndChild = false;
5863
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5864
0
}
5865
5866
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5867
0
{
5868
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5869
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5870
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5871
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5872
0
}
5873
5874
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5875
0
{
5876
0
    ImGuiContext& g = *GImGui;
5877
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5878
0
}
5879
5880
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5881
0
{
5882
0
    ImGuiID id = ImHashStr(name);
5883
0
    return FindWindowByID(id);
5884
0
}
5885
5886
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5887
0
{
5888
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5889
0
    window->ViewportPos = main_viewport->Pos;
5890
0
    if (settings->ViewportId)
5891
0
    {
5892
0
        window->ViewportId = settings->ViewportId;
5893
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5894
0
    }
5895
0
    window->Pos = ImTrunc(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5896
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5897
0
        window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
5898
0
    window->Collapsed = settings->Collapsed;
5899
0
    window->DockId = settings->DockId;
5900
0
    window->DockOrder = settings->DockOrder;
5901
0
}
5902
5903
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5904
0
{
5905
0
    ImGuiContext& g = *GImGui;
5906
5907
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5908
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5909
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5910
0
    {
5911
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5912
0
        g.WindowsFocusOrder.push_back(window);
5913
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5914
0
    }
5915
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5916
0
    {
5917
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5918
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5919
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5920
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5921
0
        window->FocusOrder = -1;
5922
0
    }
5923
0
    window->IsExplicitChild = new_is_explicit_child;
5924
0
}
5925
5926
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5927
0
{
5928
    // Initial window state with e.g. default/arbitrary window position
5929
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5930
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5931
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5932
0
    window->Size = window->SizeFull = ImVec2(0, 0);
5933
0
    window->ViewportPos = main_viewport->Pos;
5934
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5935
5936
0
    if (settings != NULL)
5937
0
    {
5938
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5939
0
        ApplyWindowSettings(window, settings);
5940
0
    }
5941
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5942
5943
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5944
0
    {
5945
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5946
0
        window->AutoFitOnlyGrows = false;
5947
0
    }
5948
0
    else
5949
0
    {
5950
0
        if (window->Size.x <= 0.0f)
5951
0
            window->AutoFitFramesX = 2;
5952
0
        if (window->Size.y <= 0.0f)
5953
0
            window->AutoFitFramesY = 2;
5954
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5955
0
    }
5956
0
}
5957
5958
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5959
0
{
5960
    // Create window the first time
5961
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5962
0
    ImGuiContext& g = *GImGui;
5963
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5964
0
    window->Flags = flags;
5965
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5966
5967
0
    ImGuiWindowSettings* settings = NULL;
5968
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5969
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5970
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5971
5972
0
    InitOrLoadWindowSettings(window, settings);
5973
5974
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5975
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5976
0
    else
5977
0
        g.Windows.push_back(window);
5978
5979
0
    return window;
5980
0
}
5981
5982
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5983
0
{
5984
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5985
0
}
5986
5987
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5988
0
{
5989
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5990
0
}
5991
5992
static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window)
5993
0
{
5994
    // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5995
    // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows.
5996
0
    ImGuiContext& g = *GImGui;
5997
0
    ImVec2 size_min;
5998
0
    if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow))
5999
0
    {
6000
0
        size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f;
6001
0
        size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f;
6002
0
    }
6003
0
    else
6004
0
    {
6005
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
6006
0
        size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6007
0
        size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f;
6008
0
        size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
6009
0
    }
6010
0
    return size_min;
6011
0
}
6012
6013
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
6014
0
{
6015
0
    ImGuiContext& g = *GImGui;
6016
0
    ImVec2 new_size = size_desired;
6017
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
6018
0
    {
6019
        // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max.
6020
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
6021
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
6022
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
6023
0
        if (g.NextWindowData.SizeCallback)
6024
0
        {
6025
0
            ImGuiSizeCallbackData data;
6026
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
6027
0
            data.Pos = window->Pos;
6028
0
            data.CurrentSize = window->SizeFull;
6029
0
            data.DesiredSize = new_size;
6030
0
            g.NextWindowData.SizeCallback(&data);
6031
0
            new_size = data.DesiredSize;
6032
0
        }
6033
0
        new_size.x = IM_TRUNC(new_size.x);
6034
0
        new_size.y = IM_TRUNC(new_size.y);
6035
0
    }
6036
6037
    // Minimum size
6038
0
    ImVec2 size_min = CalcWindowMinSize(window);
6039
0
    return ImMax(new_size, size_min);
6040
0
}
6041
6042
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
6043
0
{
6044
0
    bool preserve_old_content_sizes = false;
6045
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
6046
0
        preserve_old_content_sizes = true;
6047
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
6048
0
        preserve_old_content_sizes = true;
6049
0
    if (preserve_old_content_sizes)
6050
0
    {
6051
0
        *content_size_current = window->ContentSize;
6052
0
        *content_size_ideal = window->ContentSizeIdeal;
6053
0
        return;
6054
0
    }
6055
6056
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
6057
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
6058
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
6059
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
6060
0
}
6061
6062
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
6063
0
{
6064
0
    ImGuiContext& g = *GImGui;
6065
0
    ImGuiStyle& style = g.Style;
6066
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
6067
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
6068
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
6069
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
6070
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
6071
0
    {
6072
        // Tooltip always resize
6073
0
        return size_desired;
6074
0
    }
6075
0
    else
6076
0
    {
6077
        // Maximum window size is determined by the viewport size or monitor size
6078
0
        ImVec2 size_min = CalcWindowMinSize(window);
6079
0
        ImVec2 avail_size = window->Viewport->WorkSize;
6080
0
        if (window->ViewportOwned)
6081
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
6082
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
6083
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
6084
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
6085
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
6086
6087
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
6088
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
6089
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6090
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
6091
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
6092
0
        if (will_have_scrollbar_x)
6093
0
            size_auto_fit.y += style.ScrollbarSize;
6094
0
        if (will_have_scrollbar_y)
6095
0
            size_auto_fit.x += style.ScrollbarSize;
6096
0
        return size_auto_fit;
6097
0
    }
6098
0
}
6099
6100
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
6101
0
{
6102
0
    ImVec2 size_contents_current;
6103
0
    ImVec2 size_contents_ideal;
6104
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
6105
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
6106
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6107
0
    return size_final;
6108
0
}
6109
6110
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
6111
0
{
6112
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
6113
0
        return ImGuiCol_PopupBg;
6114
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
6115
0
        return ImGuiCol_ChildBg;
6116
0
    return ImGuiCol_WindowBg;
6117
0
}
6118
6119
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
6120
0
{
6121
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
6122
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
6123
0
    ImVec2 size_expected = pos_max - pos_min;
6124
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
6125
0
    *out_pos = pos_min;
6126
0
    if (corner_norm.x == 0.0f)
6127
0
        out_pos->x -= (size_constrained.x - size_expected.x);
6128
0
    if (corner_norm.y == 0.0f)
6129
0
        out_pos->y -= (size_constrained.y - size_expected.y);
6130
0
    *out_size = size_constrained;
6131
0
}
6132
6133
// Data for resizing from resize grip / corner
6134
struct ImGuiResizeGripDef
6135
{
6136
    ImVec2  CornerPosN;
6137
    ImVec2  InnerDir;
6138
    int     AngleMin12, AngleMax12;
6139
};
6140
static const ImGuiResizeGripDef resize_grip_def[4] =
6141
{
6142
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
6143
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
6144
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
6145
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
6146
};
6147
6148
// Data for resizing from borders
6149
struct ImGuiResizeBorderDef
6150
{
6151
    ImVec2  InnerDir;               // Normal toward inside
6152
    ImVec2  SegmentN1, SegmentN2;   // End positions, normalized (0,0: upper left)
6153
    float   OuterAngle;             // Angle toward outside
6154
};
6155
static const ImGuiResizeBorderDef resize_border_def[4] =
6156
{
6157
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
6158
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
6159
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
6160
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
6161
};
6162
6163
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
6164
0
{
6165
0
    ImRect rect = window->Rect();
6166
0
    if (thickness == 0.0f)
6167
0
        rect.Max -= ImVec2(1, 1);
6168
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
6169
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
6170
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
6171
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
6172
0
    IM_ASSERT(0);
6173
0
    return ImRect();
6174
0
}
6175
6176
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
6177
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
6178
0
{
6179
0
    IM_ASSERT(n >= 0 && n < 4);
6180
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6181
0
    id = ImHashStr("#RESIZE", 0, id);
6182
0
    id = ImHashData(&n, sizeof(int), id);
6183
0
    return id;
6184
0
}
6185
6186
// Borders (Left, Right, Up, Down)
6187
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
6188
0
{
6189
0
    IM_ASSERT(dir >= 0 && dir < 4);
6190
0
    int n = (int)dir + 4;
6191
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
6192
0
    id = ImHashStr("#RESIZE", 0, id);
6193
0
    id = ImHashData(&n, sizeof(int), id);
6194
0
    return id;
6195
0
}
6196
6197
// Handle resize for: Resize Grips, Borders, Gamepad
6198
// Return true when using auto-fit (double-click on resize grip)
6199
static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6200
0
{
6201
0
    ImGuiContext& g = *GImGui;
6202
0
    ImGuiWindowFlags flags = window->Flags;
6203
6204
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6205
0
        return false;
6206
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6207
0
        return false;
6208
6209
0
    int ret_auto_fit_mask = 0x00;
6210
0
    const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6211
0
    const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f);
6212
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6213
6214
0
    ImRect clamp_rect = visibility_rect;
6215
0
    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);
6216
0
    if (window_move_from_title_bar)
6217
0
        clamp_rect.Min.y -= window->TitleBarHeight();
6218
6219
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6220
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6221
6222
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6223
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6224
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6225
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6226
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6227
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6228
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6229
0
    if (clip_with_viewport_rect)
6230
0
        window->ClipRect = window->Viewport->GetMainRect();
6231
6232
    // Resize grips and borders are on layer 1
6233
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6234
6235
    // Manual resize grips
6236
0
    PushID("#RESIZE");
6237
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6238
0
    {
6239
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6240
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6241
6242
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6243
0
        bool hovered, held;
6244
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6245
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6246
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6247
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6248
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6249
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6250
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6251
0
        if (hovered || held)
6252
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6253
6254
0
        if (held && g.IO.MouseDoubleClicked[0])
6255
0
        {
6256
            // Auto-fit when double-clicking
6257
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6258
0
            ret_auto_fit_mask = 0x03; // Both axises
6259
0
            ClearActiveID();
6260
0
        }
6261
0
        else if (held)
6262
0
        {
6263
            // Resize from any of the four corners
6264
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6265
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);
6266
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);
6267
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6268
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6269
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6270
0
        }
6271
6272
        // Only lower-left grip is visible before hovering/activating
6273
0
        if (resize_grip_n == 0 || held || hovered)
6274
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6275
0
    }
6276
6277
0
    int resize_border_mask = 0x00;
6278
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
6279
0
        resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0);
6280
0
    else
6281
0
        resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00;
6282
0
    for (int border_n = 0; border_n < 4; border_n++)
6283
0
    {
6284
0
        if ((resize_border_mask & (1 << border_n)) == 0)
6285
0
            continue;
6286
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6287
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6288
6289
0
        bool hovered, held;
6290
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6291
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6292
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6293
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6294
        //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6295
0
        if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)
6296
0
            hovered = false;
6297
0
        if (hovered || held)
6298
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6299
0
        if (held && g.IO.MouseDoubleClicked[0])
6300
0
        {
6301
            // Double-clicking bottom or right border auto-fit on this axis
6302
            // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
6303
0
            if (border_n == 1 || border_n == 3) // Right and bottom border
6304
0
            {
6305
0
                size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis];
6306
0
                ret_auto_fit_mask |= (1 << axis);
6307
0
                hovered = held = false; // So border doesn't show highlighted at new position
6308
0
            }
6309
0
            ClearActiveID();
6310
0
        }
6311
0
        else if (held)
6312
0
        {
6313
            // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop.
6314
            // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually.
6315
            // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it!
6316
0
            const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false, true));
6317
0
            if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing)
6318
0
            {
6319
0
                g.WindowResizeBorderExpectedRect = border_rect;
6320
0
                g.WindowResizeRelativeMode = false;
6321
0
            }
6322
0
            if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0)
6323
0
                g.WindowResizeRelativeMode = true;
6324
6325
0
            const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size);
6326
0
            const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis];
6327
0
            const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above.
6328
6329
            // Use absolute mode position
6330
0
            ImVec2 border_target = window->Pos;
6331
0
            border_target[axis] = border_target_abs_mode_for_axis;
6332
6333
            // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position.
6334
0
            bool ignore_resize = false;
6335
0
            if (g.WindowResizeRelativeMode)
6336
0
            {
6337
                //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode");
6338
0
                border_target[axis] = border_target_rel_mode_for_axis;
6339
0
                if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis))
6340
0
                    ignore_resize = true;
6341
0
            }
6342
6343
            // Clamp, apply
6344
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);
6345
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);
6346
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6347
0
            if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent
6348
0
            {
6349
0
                if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar))
6350
0
                    border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x);
6351
0
                if (flags & ImGuiWindowFlags_NoScrollbar)
6352
0
                    border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y);
6353
0
            }
6354
0
            if (!ignore_resize)
6355
0
                CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6356
0
        }
6357
0
        if (hovered)
6358
0
            *border_hovered = border_n;
6359
0
        if (held)
6360
0
            *border_held = border_n;
6361
0
    }
6362
0
    PopID();
6363
6364
    // Restore nav layer
6365
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6366
6367
    // Navigation resize (keyboard/gamepad)
6368
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6369
    // Not even sure the callback works here.
6370
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6371
0
    {
6372
0
        ImVec2 nav_resize_dir;
6373
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6374
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6375
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6376
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6377
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6378
0
        {
6379
0
            const float NAV_RESIZE_SPEED = 600.0f;
6380
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6381
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6382
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size
6383
0
            g.NavWindowingToggleLayer = false;
6384
0
            g.NavDisableMouseHover = true;
6385
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6386
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize);
6387
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6388
0
            {
6389
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6390
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6391
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6392
0
            }
6393
0
        }
6394
0
    }
6395
6396
    // Apply back modified position/size to window
6397
0
    if (size_target.x != FLT_MAX)
6398
0
        window->Size.x = window->SizeFull.x = size_target.x;
6399
0
    if (size_target.y != FLT_MAX)
6400
0
        window->Size.y = window->SizeFull.y = size_target.y;
6401
0
    if (pos_target.x != FLT_MAX)
6402
0
        window->Pos.x = ImTrunc(pos_target.x);
6403
0
    if (pos_target.y != FLT_MAX)
6404
0
        window->Pos.y = ImTrunc(pos_target.y);
6405
0
    if (size_target.x != FLT_MAX || size_target.y != FLT_MAX || pos_target.x != FLT_MAX || pos_target.y != FLT_MAX)
6406
0
        MarkIniSettingsDirty(window);
6407
6408
    // Recalculate next expected border expected coordinates
6409
0
    if (*border_held != -1)
6410
0
        g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6411
6412
0
    return ret_auto_fit_mask;
6413
0
}
6414
6415
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6416
0
{
6417
0
    ImGuiContext& g = *GImGui;
6418
0
    ImVec2 size_for_clamping = window->Size;
6419
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6420
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6421
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6422
0
}
6423
6424
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6425
0
{
6426
0
    ImGuiContext& g = *GImGui;
6427
0
    float rounding = window->WindowRounding;
6428
0
    float border_size = window->WindowBorderSize;
6429
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6430
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6431
6432
0
    if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1)
6433
0
    {
6434
0
        const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered;
6435
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6436
0
        const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f);
6437
0
        const ImU32 border_col = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
6438
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6439
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6440
0
        window->DrawList->PathStroke(border_col, 0, ImMax(2.0f, border_size)); // Thicker than usual
6441
0
    }
6442
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6443
0
    {
6444
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6445
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6446
0
    }
6447
0
}
6448
6449
// Draw background and borders
6450
// Draw and handle scrollbars
6451
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6452
0
{
6453
0
    ImGuiContext& g = *GImGui;
6454
0
    ImGuiStyle& style = g.Style;
6455
0
    ImGuiWindowFlags flags = window->Flags;
6456
6457
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6458
0
    IM_ASSERT(window->BeginCount == 0);
6459
0
    window->SkipItems = false;
6460
6461
    // Draw window + handle manual resize
6462
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6463
0
    const float window_rounding = window->WindowRounding;
6464
0
    const float window_border_size = window->WindowBorderSize;
6465
0
    if (window->Collapsed)
6466
0
    {
6467
        // Title bar only
6468
0
        const float backup_border_size = style.FrameBorderSize;
6469
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6470
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6471
0
        if (window->ViewportOwned)
6472
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6473
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6474
0
        g.Style.FrameBorderSize = backup_border_size;
6475
0
    }
6476
0
    else
6477
0
    {
6478
        // Window background
6479
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6480
0
        {
6481
0
            bool is_docking_transparent_payload = false;
6482
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6483
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6484
0
                    is_docking_transparent_payload = true;
6485
6486
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6487
0
            if (window->ViewportOwned)
6488
0
            {
6489
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6490
0
                if (is_docking_transparent_payload)
6491
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6492
0
            }
6493
0
            else
6494
0
            {
6495
                // Adjust alpha. For docking
6496
0
                bool override_alpha = false;
6497
0
                float alpha = 1.0f;
6498
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6499
0
                {
6500
0
                    alpha = g.NextWindowData.BgAlphaVal;
6501
0
                    override_alpha = true;
6502
0
                }
6503
0
                if (is_docking_transparent_payload)
6504
0
                {
6505
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6506
0
                    override_alpha = true;
6507
0
                }
6508
0
                if (override_alpha)
6509
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6510
0
            }
6511
6512
            // Render, for docked windows and host windows we ensure bg goes before decorations
6513
0
            if (window->DockIsActive)
6514
0
                window->DockNode->LastBgColor = bg_col;
6515
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6516
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6517
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6518
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6519
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6520
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6521
0
        }
6522
0
        if (window->DockIsActive)
6523
0
            window->DockNode->IsBgDrawnThisFrame = true;
6524
6525
        // Title bar
6526
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6527
        // in order for their pos/size to be matching their undocking state.)
6528
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6529
0
        {
6530
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6531
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6532
0
        }
6533
6534
        // Menu bar
6535
0
        if (flags & ImGuiWindowFlags_MenuBar)
6536
0
        {
6537
0
            ImRect menu_bar_rect = window->MenuBarRect();
6538
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6539
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6540
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6541
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6542
0
        }
6543
6544
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6545
0
        ImGuiDockNode* node = window->DockNode;
6546
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6547
0
        {
6548
0
            float unhide_sz_draw = ImTrunc(g.FontSize * 0.70f);
6549
0
            float unhide_sz_hit = ImTrunc(g.FontSize * 0.55f);
6550
0
            ImVec2 p = node->Pos;
6551
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6552
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6553
0
            KeepAliveID(unhide_id);
6554
0
            bool hovered, held;
6555
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6556
0
                node->WantHiddenTabBarToggle = true;
6557
0
            else if (held && IsMouseDragging(0))
6558
0
                StartMouseMovingWindowOrNode(window, node, true); // Undock from tab-bar triangle = same as window/collapse menu button
6559
6560
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6561
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6562
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6563
0
        }
6564
6565
        // Scrollbars
6566
0
        if (window->ScrollbarX)
6567
0
            Scrollbar(ImGuiAxis_X);
6568
0
        if (window->ScrollbarY)
6569
0
            Scrollbar(ImGuiAxis_Y);
6570
6571
        // Render resize grips (after their input handling so we don't have a frame of latency)
6572
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6573
0
        {
6574
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6575
0
            {
6576
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6577
0
                if ((col & IM_COL32_A_MASK) == 0)
6578
0
                    continue;
6579
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6580
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6581
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6582
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6583
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6584
0
                window->DrawList->PathFillConvex(col);
6585
0
            }
6586
0
        }
6587
6588
        // Borders (for dock node host they will be rendered over after the tab bar)
6589
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6590
0
            RenderWindowOuterBorders(window);
6591
0
    }
6592
0
}
6593
6594
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6595
// Render title text, collapse button, close button
6596
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6597
0
{
6598
0
    ImGuiContext& g = *GImGui;
6599
0
    ImGuiStyle& style = g.Style;
6600
0
    ImGuiWindowFlags flags = window->Flags;
6601
6602
0
    const bool has_close_button = (p_open != NULL);
6603
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6604
6605
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6606
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6607
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6608
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6609
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6610
6611
    // Layout buttons
6612
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6613
0
    float pad_l = style.FramePadding.x;
6614
0
    float pad_r = style.FramePadding.x;
6615
0
    float button_sz = g.FontSize;
6616
0
    ImVec2 close_button_pos;
6617
0
    ImVec2 collapse_button_pos;
6618
0
    if (has_close_button)
6619
0
    {
6620
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6621
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6622
0
    }
6623
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6624
0
    {
6625
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);
6626
0
        pad_r += button_sz + style.ItemInnerSpacing.x;
6627
0
    }
6628
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6629
0
    {
6630
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);
6631
0
        pad_l += button_sz + style.ItemInnerSpacing.x;
6632
0
    }
6633
6634
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6635
0
    if (has_collapse_button)
6636
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6637
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6638
6639
    // Close button
6640
0
    if (has_close_button)
6641
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6642
0
            *p_open = false;
6643
6644
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6645
0
    g.CurrentItemFlags = item_flags_backup;
6646
6647
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6648
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6649
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6650
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6651
6652
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6653
    // while uncentered title text will still reach edges correctly.
6654
0
    if (pad_l > style.FramePadding.x)
6655
0
        pad_l += g.Style.ItemInnerSpacing.x;
6656
0
    if (pad_r > style.FramePadding.x)
6657
0
        pad_r += g.Style.ItemInnerSpacing.x;
6658
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6659
0
    {
6660
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6661
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6662
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6663
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6664
0
    }
6665
6666
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6667
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6668
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6669
0
    {
6670
0
        ImVec2 marker_pos;
6671
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6672
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6673
0
        if (marker_pos.x > layout_r.Min.x)
6674
0
        {
6675
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6676
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6677
0
        }
6678
0
    }
6679
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6680
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6681
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6682
0
}
6683
6684
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6685
0
{
6686
0
    window->ParentWindow = parent_window;
6687
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6688
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6689
0
    {
6690
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6691
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6692
0
            window->RootWindow = parent_window->RootWindow;
6693
0
    }
6694
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6695
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6696
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6697
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6698
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6699
0
    {
6700
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6701
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6702
0
    }
6703
0
}
6704
6705
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6706
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6707
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6708
// - WindowA            // FindBlockingModal() returns Modal1
6709
//   - WindowB          //                  .. returns Modal1
6710
//   - Modal1           //                  .. returns Modal2
6711
//      - WindowC       //                  .. returns Modal2
6712
//          - WindowD   //                  .. returns Modal2
6713
//          - Modal2    //                  .. returns Modal2
6714
//            - WindowE //                  .. returns NULL
6715
// Notes:
6716
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6717
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6718
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6719
0
{
6720
0
    ImGuiContext& g = *GImGui;
6721
0
    if (g.OpenPopupStack.Size <= 0)
6722
0
        return NULL;
6723
6724
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6725
0
    for (ImGuiPopupData& popup_data : g.OpenPopupStack)
6726
0
    {
6727
0
        ImGuiWindow* popup_window = popup_data.Window;
6728
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6729
0
            continue;
6730
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6731
0
            continue;
6732
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6733
0
            return popup_window;
6734
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal
6735
0
            continue;
6736
0
        return popup_window;                                        // Place window right below first block modal
6737
0
    }
6738
0
    return NULL;
6739
0
}
6740
6741
// Push a new Dear ImGui window to add widgets to.
6742
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6743
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6744
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6745
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6746
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6747
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6748
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6749
0
{
6750
0
    ImGuiContext& g = *GImGui;
6751
0
    const ImGuiStyle& style = g.Style;
6752
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6753
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6754
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6755
6756
    // Find or create
6757
0
    ImGuiWindow* window = FindWindowByName(name);
6758
0
    const bool window_just_created = (window == NULL);
6759
0
    if (window_just_created)
6760
0
        window = CreateNewWindow(name, flags);
6761
6762
    // Automatically disable manual moving/resizing when NoInputs is set
6763
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6764
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6765
6766
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6767
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6768
6769
0
    const int current_frame = g.FrameCount;
6770
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6771
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6772
6773
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6774
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6775
0
    if (flags & ImGuiWindowFlags_Popup)
6776
0
    {
6777
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6778
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6779
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6780
0
    }
6781
6782
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6783
0
    const bool window_was_appearing = window->Appearing;
6784
0
    if (first_begin_of_the_frame)
6785
0
    {
6786
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6787
0
        window->Appearing = window_just_activated_by_user;
6788
0
        if (window->Appearing)
6789
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6790
0
        window->FlagsPreviousFrame = window->Flags;
6791
0
        window->Flags = (ImGuiWindowFlags)flags;
6792
0
        window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0;
6793
0
        window->LastFrameActive = current_frame;
6794
0
        window->LastTimeActive = (float)g.Time;
6795
0
        window->BeginOrderWithinParent = 0;
6796
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6797
0
    }
6798
0
    else
6799
0
    {
6800
0
        flags = window->Flags;
6801
0
    }
6802
6803
    // Docking
6804
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6805
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6806
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6807
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6808
0
    if (first_begin_of_the_frame)
6809
0
    {
6810
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6811
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6812
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6813
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6814
0
        if (has_dock_node || new_auto_dock_node)
6815
0
        {
6816
0
            BeginDocked(window, p_open);
6817
0
            flags = window->Flags;
6818
0
            if (window->DockIsActive)
6819
0
            {
6820
0
                IM_ASSERT(window->DockNode != NULL);
6821
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6822
0
            }
6823
6824
            // Amend the Appearing flag
6825
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6826
0
            {
6827
0
                window->Appearing = true;
6828
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6829
0
            }
6830
0
        }
6831
0
        else
6832
0
        {
6833
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6834
0
        }
6835
0
    }
6836
6837
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6838
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6839
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6840
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6841
6842
    // We allow window memory to be compacted so recreate the base stack when needed.
6843
0
    if (window->IDStack.Size == 0)
6844
0
        window->IDStack.push_back(window->ID);
6845
6846
    // Add to stack
6847
0
    g.CurrentWindow = window;
6848
0
    ImGuiWindowStackData window_stack_data;
6849
0
    window_stack_data.Window = window;
6850
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6851
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6852
0
    g.CurrentWindowStack.push_back(window_stack_data);
6853
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6854
0
        g.BeginMenuCount++;
6855
6856
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6857
0
    if (first_begin_of_the_frame)
6858
0
    {
6859
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6860
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6861
0
    }
6862
6863
    // Add to focus scope stack
6864
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6865
0
    PushFocusScope(window->ID);
6866
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6867
0
    g.CurrentWindow = NULL;
6868
6869
    // Add to popup stack
6870
0
    if (flags & ImGuiWindowFlags_Popup)
6871
0
    {
6872
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6873
0
        popup_ref.Window = window;
6874
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6875
0
        g.BeginPopupStack.push_back(popup_ref);
6876
0
        window->PopupId = popup_ref.PopupId;
6877
0
    }
6878
6879
    // Process SetNextWindow***() calls
6880
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6881
0
    bool window_pos_set_by_api = false;
6882
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6883
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6884
0
    {
6885
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6886
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6887
0
        {
6888
            // May be processed on the next frame if this is our first frame and we are measuring size
6889
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6890
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6891
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6892
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6893
0
        }
6894
0
        else
6895
0
        {
6896
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6897
0
        }
6898
0
    }
6899
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6900
0
    {
6901
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6902
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6903
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild()
6904
0
            g.NextWindowData.SizeVal.x = window->SizeFull.x;
6905
0
        if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0)
6906
0
            g.NextWindowData.SizeVal.y = window->SizeFull.y;
6907
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6908
0
    }
6909
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6910
0
    {
6911
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6912
0
        {
6913
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6914
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6915
0
        }
6916
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6917
0
        {
6918
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6919
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6920
0
        }
6921
0
    }
6922
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6923
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6924
0
    else if (first_begin_of_the_frame)
6925
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6926
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6927
0
        window->WindowClass = g.NextWindowData.WindowClass;
6928
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6929
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6930
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6931
0
        FocusWindow(window);
6932
0
    if (window->Appearing)
6933
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6934
6935
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6936
0
    if (first_begin_of_the_frame)
6937
0
    {
6938
        // Initialize
6939
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6940
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6941
0
        window->Active = true;
6942
0
        window->HasCloseButton = (p_open != NULL);
6943
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6944
0
        window->IDStack.resize(1);
6945
0
        window->DrawList->_ResetForNewFrame();
6946
0
        window->DC.CurrentTableIdx = -1;
6947
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6948
0
        {
6949
0
            window->DrawList->ChannelsSplit(2);
6950
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6951
0
        }
6952
6953
        // Restore buffer capacity when woken from a compacted state, to avoid
6954
0
        if (window->MemoryCompacted)
6955
0
            GcAwakeTransientWindowBuffers(window);
6956
6957
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6958
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6959
0
        bool window_title_visible_elsewhere = false;
6960
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6961
0
            window_title_visible_elsewhere = true;
6962
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6963
0
            window_title_visible_elsewhere = true;
6964
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6965
0
        {
6966
0
            size_t buf_len = (size_t)window->NameBufLen;
6967
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6968
0
            window->NameBufLen = (int)buf_len;
6969
0
        }
6970
6971
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6972
6973
        // Update contents size from last frame for auto-fitting (or use explicit size)
6974
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6975
6976
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6977
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6978
        // it has a single usage before this code block and may be set below before it is finally checked.
6979
0
        if (window->HiddenFramesCanSkipItems > 0)
6980
0
            window->HiddenFramesCanSkipItems--;
6981
0
        if (window->HiddenFramesCannotSkipItems > 0)
6982
0
            window->HiddenFramesCannotSkipItems--;
6983
0
        if (window->HiddenFramesForRenderOnly > 0)
6984
0
            window->HiddenFramesForRenderOnly--;
6985
6986
        // Hide new windows for one frame until they calculate their size
6987
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6988
0
            window->HiddenFramesCannotSkipItems = 1;
6989
6990
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6991
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6992
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6993
0
        {
6994
0
            window->HiddenFramesCannotSkipItems = 1;
6995
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6996
0
            {
6997
0
                if (!window_size_x_set_by_api)
6998
0
                    window->Size.x = window->SizeFull.x = 0.f;
6999
0
                if (!window_size_y_set_by_api)
7000
0
                    window->Size.y = window->SizeFull.y = 0.f;
7001
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
7002
0
            }
7003
0
        }
7004
7005
        // SELECT VIEWPORT
7006
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
7007
7008
0
        WindowSelectViewport(window);
7009
0
        SetCurrentViewport(window, window->Viewport);
7010
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7011
0
        SetCurrentWindow(window);
7012
0
        flags = window->Flags;
7013
7014
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
7015
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
7016
7017
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow))
7018
0
            window->WindowBorderSize = style.ChildBorderSize;
7019
0
        else
7020
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
7021
0
        window->WindowPadding = style.WindowPadding;
7022
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f)
7023
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
7024
7025
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
7026
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
7027
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
7028
7029
0
        bool use_current_size_for_scrollbar_x = window_just_created;
7030
0
        bool use_current_size_for_scrollbar_y = window_just_created;
7031
7032
        // Collapse window by double-clicking on title bar
7033
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
7034
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
7035
0
        {
7036
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
7037
0
            ImRect title_bar_rect = window->TitleBarRect();
7038
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
7039
0
                window->WantCollapseToggle = true;
7040
0
            if (window->WantCollapseToggle)
7041
0
            {
7042
0
                window->Collapsed = !window->Collapsed;
7043
0
                if (!window->Collapsed)
7044
0
                    use_current_size_for_scrollbar_y = true;
7045
0
                MarkIniSettingsDirty(window);
7046
0
            }
7047
0
        }
7048
0
        else
7049
0
        {
7050
0
            window->Collapsed = false;
7051
0
        }
7052
0
        window->WantCollapseToggle = false;
7053
7054
        // SIZE
7055
7056
        // Outer Decoration Sizes
7057
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
7058
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
7059
0
        window->DecoOuterSizeX1 = 0.0f;
7060
0
        window->DecoOuterSizeX2 = 0.0f;
7061
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
7062
0
        window->DecoOuterSizeY2 = 0.0f;
7063
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
7064
7065
        // Calculate auto-fit size, handle automatic resize
7066
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
7067
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
7068
0
        {
7069
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
7070
0
            if (!window_size_x_set_by_api)
7071
0
            {
7072
0
                window->SizeFull.x = size_auto_fit.x;
7073
0
                use_current_size_for_scrollbar_x = true;
7074
0
            }
7075
0
            if (!window_size_y_set_by_api)
7076
0
            {
7077
0
                window->SizeFull.y = size_auto_fit.y;
7078
0
                use_current_size_for_scrollbar_y = true;
7079
0
            }
7080
0
        }
7081
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7082
0
        {
7083
            // Auto-fit may only grow window during the first few frames
7084
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
7085
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
7086
0
            {
7087
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
7088
0
                use_current_size_for_scrollbar_x = true;
7089
0
            }
7090
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
7091
0
            {
7092
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
7093
0
                use_current_size_for_scrollbar_y = true;
7094
0
            }
7095
0
            if (!window->Collapsed)
7096
0
                MarkIniSettingsDirty(window);
7097
0
        }
7098
7099
        // Apply minimum/maximum window size constraints and final size
7100
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
7101
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
7102
7103
        // POSITION
7104
7105
        // Popup latch its initial position, will position itself when it appears next frame
7106
0
        if (window_just_activated_by_user)
7107
0
        {
7108
0
            window->AutoPosLastDirection = ImGuiDir_None;
7109
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
7110
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
7111
0
        }
7112
7113
        // Position child window
7114
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7115
0
        {
7116
0
            IM_ASSERT(parent_window && parent_window->Active);
7117
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
7118
0
            parent_window->DC.ChildWindows.push_back(window);
7119
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
7120
0
                window->Pos = parent_window->DC.CursorPos;
7121
0
        }
7122
7123
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
7124
0
        if (window_pos_with_pivot)
7125
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
7126
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
7127
0
            window->Pos = FindBestWindowPosForPopup(window);
7128
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
7129
0
            window->Pos = FindBestWindowPosForPopup(window);
7130
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
7131
0
            window->Pos = FindBestWindowPosForPopup(window);
7132
7133
        // Late create viewport if we don't fit within our current host viewport.
7134
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
7135
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
7136
0
            {
7137
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
7138
                //ImGuiViewport* old_viewport = window->Viewport;
7139
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
7140
7141
                // FIXME-DPI
7142
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
7143
0
                SetCurrentViewport(window, window->Viewport);
7144
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
7145
0
                SetCurrentWindow(window);
7146
0
            }
7147
7148
0
        if (window->ViewportOwned)
7149
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
7150
7151
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
7152
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
7153
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
7154
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
7155
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
7156
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
7157
7158
        // Clamp position/size so window stays visible within its viewport or monitor
7159
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
7160
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
7161
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
7162
0
        {
7163
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
7164
0
            {
7165
0
                ClampWindowPos(window, visibility_rect);
7166
0
            }
7167
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
7168
0
            {
7169
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
7170
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
7171
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
7172
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
7173
0
                ClampWindowPos(window, visibility_rect);
7174
0
            }
7175
0
        }
7176
0
        window->Pos = ImTrunc(window->Pos);
7177
7178
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
7179
        // Large values tend to lead to variety of artifacts and are not recommended.
7180
0
        if (window->ViewportOwned || window->DockIsActive)
7181
0
            window->WindowRounding = 0.0f;
7182
0
        else
7183
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
7184
7185
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
7186
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
7187
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
7188
7189
        // Apply window focus (new and reactivated windows are moved to front)
7190
0
        bool want_focus = false;
7191
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
7192
0
        {
7193
0
            if (flags & ImGuiWindowFlags_Popup)
7194
0
                want_focus = true;
7195
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
7196
0
                want_focus = true;
7197
0
        }
7198
7199
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
7200
#ifdef IMGUI_ENABLE_TEST_ENGINE
7201
        if (g.TestEngineHookItems)
7202
        {
7203
            IM_ASSERT(window->IDStack.Size == 1);
7204
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
7205
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
7206
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
7207
            window->IDStack.Size = 1;
7208
        }
7209
#endif
7210
7211
        // Decide if we are going to handle borders and resize grips
7212
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
7213
7214
        // Handle manual resize: Resize Grips, Borders, Gamepad
7215
0
        int border_hovered = -1, border_held = -1;
7216
0
        ImU32 resize_grip_col[4] = {};
7217
0
        const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
7218
0
        const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
7219
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
7220
0
            if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
7221
0
            {
7222
0
                if (auto_fit_mask & (1 << ImGuiAxis_X))
7223
0
                    use_current_size_for_scrollbar_x = true;
7224
0
                if (auto_fit_mask & (1 << ImGuiAxis_Y))
7225
0
                    use_current_size_for_scrollbar_y = true;
7226
0
            }
7227
0
        window->ResizeBorderHovered = (signed char)border_hovered;
7228
0
        window->ResizeBorderHeld = (signed char)border_held;
7229
7230
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
7231
0
        if (window->ViewportOwned)
7232
0
        {
7233
0
            if (!window->Viewport->PlatformRequestMove)
7234
0
                window->Viewport->Pos = window->Pos;
7235
0
            if (!window->Viewport->PlatformRequestResize)
7236
0
                window->Viewport->Size = window->Size;
7237
0
            window->Viewport->UpdateWorkRect();
7238
0
            viewport_rect = window->Viewport->GetMainRect();
7239
0
        }
7240
7241
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
7242
0
        window->ViewportPos = window->Viewport->Pos;
7243
7244
        // SCROLLBAR VISIBILITY
7245
7246
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
7247
0
        if (!window->Collapsed)
7248
0
        {
7249
            // When reading the current size we need to read it after size constraints have been applied.
7250
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
7251
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
7252
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
7253
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
7254
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
7255
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
7256
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
7257
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
7258
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
7259
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
7260
0
            if (window->ScrollbarX && !window->ScrollbarY)
7261
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
7262
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
7263
7264
            // Amend the partially filled window->DecorationXXX values.
7265
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
7266
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
7267
0
        }
7268
7269
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7270
        // Update various regions. Variables they depend on should be set above in this function.
7271
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7272
7273
        // Outer rectangle
7274
        // Not affected by window border size. Used by:
7275
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7276
        // - Begin() initial clipping rect for drawing window background and borders.
7277
        // - Begin() clipping whole child
7278
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7279
0
        const ImRect outer_rect = window->Rect();
7280
0
        const ImRect title_bar_rect = window->TitleBarRect();
7281
0
        window->OuterRectClipped = outer_rect;
7282
0
        if (window->DockIsActive)
7283
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7284
0
        window->OuterRectClipped.ClipWith(host_rect);
7285
7286
        // Inner rectangle
7287
        // Not affected by window border size. Used by:
7288
        // - InnerClipRect
7289
        // - ScrollToRectEx()
7290
        // - NavUpdatePageUpPageDown()
7291
        // - Scrollbar()
7292
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7293
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7294
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7295
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7296
7297
        // Inner clipping rectangle.
7298
        // Will extend a little bit outside the normal work region.
7299
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7300
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7301
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7302
        // Affected by window/frame border size. Used by:
7303
        // - Begin() initial clip rect
7304
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7305
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7306
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7307
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7308
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7309
0
        window->InnerClipRect.ClipWithFull(host_rect);
7310
7311
        // Default item width. Make it proportional to window size if window manually resizes
7312
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7313
0
            window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f);
7314
0
        else
7315
0
            window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f);
7316
7317
        // SCROLLING
7318
7319
        // Lock down maximum scrolling
7320
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7321
        // for right/bottom aligned items without creating a scrollbar.
7322
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7323
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7324
7325
        // Apply scrolling
7326
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7327
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7328
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7329
7330
        // DRAWING
7331
7332
        // Setup draw list and outer clipping rectangle
7333
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7334
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7335
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7336
7337
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7338
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7339
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7340
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7341
0
        if (is_undocked_or_docked_visible)
7342
0
        {
7343
0
            bool render_decorations_in_parent = false;
7344
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7345
0
            {
7346
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7347
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7348
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7349
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7350
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7351
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7352
0
                    render_decorations_in_parent = true;
7353
0
            }
7354
0
            if (render_decorations_in_parent)
7355
0
                window->DrawList = parent_window->DrawList;
7356
7357
            // Handle title bar, scrollbar, resize grips and resize borders
7358
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7359
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7360
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7361
7362
0
            if (render_decorations_in_parent)
7363
0
                window->DrawList = &window->DrawListInst;
7364
0
        }
7365
7366
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7367
7368
        // Work rectangle.
7369
        // Affected by window padding and border size. Used by:
7370
        // - Columns() for right-most edge
7371
        // - TreeNode(), CollapsingHeader() for right-most edge
7372
        // - BeginTabBar() for right-most edge
7373
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7374
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7375
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7376
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7377
0
        window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7378
0
        window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7379
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7380
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7381
0
        window->ParentWorkRect = window->WorkRect;
7382
7383
        // [LEGACY] Content Region
7384
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7385
        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.
7386
        // Used by:
7387
        // - Mouse wheel scrolling + many other things
7388
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7389
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7390
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7391
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7392
7393
        // Setup drawing context
7394
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7395
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7396
0
        window->DC.GroupOffset.x = 0.0f;
7397
0
        window->DC.ColumnsOffset.x = 0.0f;
7398
7399
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7400
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7401
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7402
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7403
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7404
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7405
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7406
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7407
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7408
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7409
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7410
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7411
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7412
7413
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7414
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7415
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7416
0
        window->DC.NavIsScrollPushableX = true;
7417
0
        window->DC.NavHideHighlightOneFrame = false;
7418
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7419
7420
0
        window->DC.MenuBarAppending = false;
7421
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7422
0
        window->DC.TreeDepth = 0;
7423
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7424
0
        window->DC.ChildWindows.resize(0);
7425
0
        window->DC.StateStorage = &window->StateStorage;
7426
0
        window->DC.CurrentColumns = NULL;
7427
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7428
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7429
7430
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7431
0
        window->DC.TextWrapPos = -1.0f; // disabled
7432
0
        window->DC.ItemWidthStack.resize(0);
7433
0
        window->DC.TextWrapPosStack.resize(0);
7434
7435
0
        if (window->AutoFitFramesX > 0)
7436
0
            window->AutoFitFramesX--;
7437
0
        if (window->AutoFitFramesY > 0)
7438
0
            window->AutoFitFramesY--;
7439
7440
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7441
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7442
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7443
        // - Position window behind the modal that is not a begin-parent of this window.
7444
0
        if (want_focus)
7445
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7446
0
        if (want_focus && window == g.NavWindow)
7447
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7448
7449
        // Close requested by platform window (apply to all windows in this viewport)
7450
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7451
0
        {
7452
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' closed by PlatformRequestClose\n", window->Name);
7453
0
            *p_open = false;
7454
0
            g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. // FIXME-NAV: Try removing.
7455
0
        }
7456
7457
        // Title bar
7458
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7459
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7460
7461
        // Clear hit test shape every frame
7462
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7463
7464
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7465
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7466
        // Maybe we can support CTRL+C on every element?
7467
        /*
7468
        //if (g.NavWindow == window && g.ActiveId == 0)
7469
        if (g.ActiveId == window->MoveId)
7470
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7471
                LogToClipboard();
7472
        */
7473
7474
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7475
0
        {
7476
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7477
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7478
0
            if (g.MovingWindow == window && (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7479
0
                BeginDockableDragDropSource(window);
7480
7481
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7482
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7483
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7484
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7485
0
                        BeginDockableDragDropTarget(window);
7486
0
        }
7487
7488
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7489
        // This is useful to allow creating context menus on title bar only, etc.
7490
0
        if (window->DockIsActive)
7491
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7492
0
        else
7493
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7494
7495
        // [DEBUG]
7496
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7497
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7498
0
            DebugLocateItemResolveWithLastItem();
7499
0
#endif
7500
7501
        // [Test Engine] Register title bar / tab with MoveId.
7502
#ifdef IMGUI_ENABLE_TEST_ENGINE
7503
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7504
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7505
#endif
7506
0
    }
7507
0
    else
7508
0
    {
7509
        // Append
7510
0
        SetCurrentViewport(window, window->Viewport);
7511
0
        SetCurrentWindow(window);
7512
0
    }
7513
7514
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7515
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7516
7517
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7518
0
    window->WriteAccessed = false;
7519
0
    window->BeginCount++;
7520
0
    g.NextWindowData.ClearFlags();
7521
7522
    // Update visibility
7523
0
    if (first_begin_of_the_frame)
7524
0
    {
7525
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7526
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7527
        // This is analogous to regular windows being hidden from one frame.
7528
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7529
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7530
0
        {
7531
0
            if (window->LastFrameJustFocused == g.FrameCount)
7532
0
                window->HiddenFramesCannotSkipItems = 1;
7533
0
            else
7534
0
                window->HiddenFramesCanSkipItems = 1;
7535
0
        }
7536
7537
0
        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu))
7538
0
        {
7539
            // Child window can be out of sight and have "negative" clip windows.
7540
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7541
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || window->DockIsActive);
7542
0
            const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7543
0
            if (!g.LogEnabled && !nav_request)
7544
0
                if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7545
0
                {
7546
0
                    if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
7547
0
                        window->HiddenFramesCannotSkipItems = 1;
7548
0
                    else
7549
0
                        window->HiddenFramesCanSkipItems = 1;
7550
0
                }
7551
7552
            // Hide along with parent or if parent is collapsed
7553
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7554
0
                window->HiddenFramesCanSkipItems = 1;
7555
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7556
0
                window->HiddenFramesCannotSkipItems = 1;
7557
0
        }
7558
7559
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7560
0
        if (style.Alpha <= 0.0f)
7561
0
            window->HiddenFramesCanSkipItems = 1;
7562
7563
        // Update the Hidden flag
7564
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7565
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7566
7567
        // Disable inputs for requested number of frames
7568
0
        if (window->DisableInputsFrames > 0)
7569
0
        {
7570
0
            window->DisableInputsFrames--;
7571
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7572
0
        }
7573
7574
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7575
0
        bool skip_items = false;
7576
0
        if (window->Collapsed || !window->Active || hidden_regular)
7577
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7578
0
                skip_items = true;
7579
0
        window->SkipItems = skip_items;
7580
7581
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7582
0
        if (window->SkipItems)
7583
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7584
7585
        // Sanity check: there are two spots which can set Appearing = true
7586
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7587
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7588
0
        if (window->SkipItems && !window->Appearing)
7589
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7590
0
    }
7591
7592
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7593
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7594
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7595
0
    {
7596
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7597
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7598
0
        return false;
7599
0
    }
7600
7601
0
    return !window->SkipItems;
7602
0
}
7603
7604
void ImGui::End()
7605
0
{
7606
0
    ImGuiContext& g = *GImGui;
7607
0
    ImGuiWindow* window = g.CurrentWindow;
7608
7609
    // Error checking: verify that user hasn't called End() too many times!
7610
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7611
0
    {
7612
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7613
0
        return;
7614
0
    }
7615
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7616
7617
    // Error checking: verify that user doesn't directly call End() on a child window.
7618
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7619
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7620
7621
    // Close anything that is open
7622
0
    if (window->DC.CurrentColumns)
7623
0
        EndColumns();
7624
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7625
0
        PopClipRect();
7626
0
    PopFocusScope();
7627
7628
    // Stop logging
7629
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7630
0
        LogFinish();
7631
7632
0
    if (window->DC.IsSetPos)
7633
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7634
7635
    // Docking: report contents sizes to parent to allow for auto-resize
7636
0
    if (window->DockNode && window->DockTabIsVisible)
7637
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7638
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7639
7640
    // Pop from window stack
7641
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7642
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7643
0
        g.BeginMenuCount--;
7644
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7645
0
        g.BeginPopupStack.pop_back();
7646
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7647
0
    g.CurrentWindowStack.pop_back();
7648
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7649
0
    if (g.CurrentWindow)
7650
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7651
0
}
7652
7653
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7654
0
{
7655
0
    ImGuiContext& g = *GImGui;
7656
0
    IM_ASSERT(window == window->RootWindow);
7657
7658
0
    const int cur_order = window->FocusOrder;
7659
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7660
0
    if (g.WindowsFocusOrder.back() == window)
7661
0
        return;
7662
7663
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7664
0
    for (int n = cur_order; n < new_order; n++)
7665
0
    {
7666
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7667
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7668
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7669
0
    }
7670
0
    g.WindowsFocusOrder[new_order] = window;
7671
0
    window->FocusOrder = (short)new_order;
7672
0
}
7673
7674
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7675
0
{
7676
0
    ImGuiContext& g = *GImGui;
7677
0
    ImGuiWindow* current_front_window = g.Windows.back();
7678
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7679
0
        return;
7680
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7681
0
        if (g.Windows[i] == window)
7682
0
        {
7683
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7684
0
            g.Windows[g.Windows.Size - 1] = window;
7685
0
            break;
7686
0
        }
7687
0
}
7688
7689
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7690
0
{
7691
0
    ImGuiContext& g = *GImGui;
7692
0
    if (g.Windows[0] == window)
7693
0
        return;
7694
0
    for (int i = 0; i < g.Windows.Size; i++)
7695
0
        if (g.Windows[i] == window)
7696
0
        {
7697
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7698
0
            g.Windows[0] = window;
7699
0
            break;
7700
0
        }
7701
0
}
7702
7703
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7704
0
{
7705
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7706
0
    ImGuiContext& g = *GImGui;
7707
0
    window = window->RootWindow;
7708
0
    behind_window = behind_window->RootWindow;
7709
0
    int pos_wnd = FindWindowDisplayIndex(window);
7710
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7711
0
    if (pos_wnd < pos_beh)
7712
0
    {
7713
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7714
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7715
0
        g.Windows[pos_beh - 1] = window;
7716
0
    }
7717
0
    else
7718
0
    {
7719
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7720
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7721
0
        g.Windows[pos_beh] = window;
7722
0
    }
7723
0
}
7724
7725
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7726
0
{
7727
0
    ImGuiContext& g = *GImGui;
7728
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7729
0
}
7730
7731
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7732
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7733
0
{
7734
0
    ImGuiContext& g = *GImGui;
7735
7736
    // Modal check?
7737
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7738
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7739
0
        {
7740
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7741
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7742
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7743
0
            return;
7744
0
        }
7745
7746
    // Find last focused child (if any) and focus it instead.
7747
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7748
0
        window = NavRestoreLastChildNavWindow(window);
7749
7750
    // Apply focus
7751
0
    if (g.NavWindow != window)
7752
0
    {
7753
0
        SetNavWindow(window);
7754
0
        if (window && g.NavDisableMouseHover)
7755
0
            g.NavMousePosDirty = true;
7756
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7757
0
        g.NavLayer = ImGuiNavLayer_Main;
7758
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7759
0
        g.NavIdIsAlive = false;
7760
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
7761
7762
        // Close popups if any
7763
0
        ClosePopupsOverWindow(window, false);
7764
0
    }
7765
7766
    // Move the root window to the top of the pile
7767
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7768
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7769
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7770
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7771
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7772
7773
    // Steal active widgets. Some of the cases it triggers includes:
7774
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7775
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7776
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7777
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7778
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7779
0
            ClearActiveID();
7780
7781
    // Passing NULL allow to disable keyboard focus
7782
0
    if (!window)
7783
0
        return;
7784
0
    window->LastFrameJustFocused = g.FrameCount;
7785
7786
    // Select in dock node
7787
    // For #2304 we avoid applying focus immediately before the tabbar is visible.
7788
    //if (dock_node && dock_node->TabBar)
7789
    //    dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7790
7791
    // Bring to front
7792
0
    BringWindowToFocusFront(focus_front_window);
7793
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7794
0
        BringWindowToDisplayFront(display_front_window);
7795
0
}
7796
7797
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7798
0
{
7799
0
    ImGuiContext& g = *GImGui;
7800
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7801
0
    if (under_this_window != NULL)
7802
0
    {
7803
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7804
0
        int offset = -1;
7805
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7806
0
        {
7807
0
            under_this_window = under_this_window->ParentWindow;
7808
0
            offset = 0;
7809
0
        }
7810
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7811
0
    }
7812
0
    for (int i = start_idx; i >= 0; i--)
7813
0
    {
7814
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7815
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7816
0
        if (window == ignore_window || !window->WasActive)
7817
0
            continue;
7818
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7819
0
            continue;
7820
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7821
0
        {
7822
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7823
            // This is failing (lagging by one frame) for docked windows.
7824
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7825
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7826
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7827
0
            FocusWindow(window, flags);
7828
0
            return;
7829
0
        }
7830
0
    }
7831
0
    FocusWindow(NULL, flags);
7832
0
}
7833
7834
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7835
void ImGui::SetCurrentFont(ImFont* font)
7836
0
{
7837
0
    ImGuiContext& g = *GImGui;
7838
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7839
0
    IM_ASSERT(font->Scale > 0.0f);
7840
0
    g.Font = font;
7841
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7842
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7843
7844
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7845
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7846
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7847
0
    g.DrawListSharedData.Font = g.Font;
7848
0
    g.DrawListSharedData.FontSize = g.FontSize;
7849
0
}
7850
7851
void ImGui::PushFont(ImFont* font)
7852
0
{
7853
0
    ImGuiContext& g = *GImGui;
7854
0
    if (!font)
7855
0
        font = GetDefaultFont();
7856
0
    SetCurrentFont(font);
7857
0
    g.FontStack.push_back(font);
7858
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7859
0
}
7860
7861
void  ImGui::PopFont()
7862
0
{
7863
0
    ImGuiContext& g = *GImGui;
7864
0
    g.CurrentWindow->DrawList->PopTextureID();
7865
0
    g.FontStack.pop_back();
7866
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7867
0
}
7868
7869
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7870
0
{
7871
0
    ImGuiContext& g = *GImGui;
7872
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7873
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7874
0
    if (enabled)
7875
0
        item_flags |= option;
7876
0
    else
7877
0
        item_flags &= ~option;
7878
0
    g.CurrentItemFlags = item_flags;
7879
0
    g.ItemFlagsStack.push_back(item_flags);
7880
0
}
7881
7882
void ImGui::PopItemFlag()
7883
0
{
7884
0
    ImGuiContext& g = *GImGui;
7885
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7886
0
    g.ItemFlagsStack.pop_back();
7887
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7888
0
}
7889
7890
// BeginDisabled()/EndDisabled()
7891
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7892
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7893
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7894
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7895
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7896
void ImGui::BeginDisabled(bool disabled)
7897
0
{
7898
0
    ImGuiContext& g = *GImGui;
7899
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7900
0
    if (!was_disabled && disabled)
7901
0
    {
7902
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7903
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7904
0
    }
7905
0
    if (was_disabled || disabled)
7906
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7907
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7908
0
    g.DisabledStackSize++;
7909
0
}
7910
7911
void ImGui::EndDisabled()
7912
0
{
7913
0
    ImGuiContext& g = *GImGui;
7914
0
    IM_ASSERT(g.DisabledStackSize > 0);
7915
0
    g.DisabledStackSize--;
7916
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7917
    //PopItemFlag();
7918
0
    g.ItemFlagsStack.pop_back();
7919
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7920
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7921
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7922
0
}
7923
7924
void ImGui::PushTabStop(bool tab_stop)
7925
0
{
7926
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7927
0
}
7928
7929
void ImGui::PopTabStop()
7930
0
{
7931
0
    PopItemFlag();
7932
0
}
7933
7934
void ImGui::PushButtonRepeat(bool repeat)
7935
0
{
7936
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7937
0
}
7938
7939
void ImGui::PopButtonRepeat()
7940
0
{
7941
0
    PopItemFlag();
7942
0
}
7943
7944
void ImGui::PushTextWrapPos(float wrap_pos_x)
7945
0
{
7946
0
    ImGuiWindow* window = GetCurrentWindow();
7947
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7948
0
    window->DC.TextWrapPos = wrap_pos_x;
7949
0
}
7950
7951
void ImGui::PopTextWrapPos()
7952
0
{
7953
0
    ImGuiWindow* window = GetCurrentWindow();
7954
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7955
0
    window->DC.TextWrapPosStack.pop_back();
7956
0
}
7957
7958
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7959
0
{
7960
0
    ImGuiWindow* last_window = NULL;
7961
0
    while (last_window != window)
7962
0
    {
7963
0
        last_window = window;
7964
0
        window = window->RootWindow;
7965
0
        if (popup_hierarchy)
7966
0
            window = window->RootWindowPopupTree;
7967
0
    if (dock_hierarchy)
7968
0
      window = window->RootWindowDockTree;
7969
0
  }
7970
0
    return window;
7971
0
}
7972
7973
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7974
0
{
7975
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7976
0
    if (window_root == potential_parent)
7977
0
        return true;
7978
0
    while (window != NULL)
7979
0
    {
7980
0
        if (window == potential_parent)
7981
0
            return true;
7982
0
        if (window == window_root) // end of chain
7983
0
            return false;
7984
0
        window = window->ParentWindow;
7985
0
    }
7986
0
    return false;
7987
0
}
7988
7989
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7990
0
{
7991
0
    if (window->RootWindow == potential_parent)
7992
0
        return true;
7993
0
    while (window != NULL)
7994
0
    {
7995
0
        if (window == potential_parent)
7996
0
            return true;
7997
0
        window = window->ParentWindowInBeginStack;
7998
0
    }
7999
0
    return false;
8000
0
}
8001
8002
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
8003
0
{
8004
0
    ImGuiContext& g = *GImGui;
8005
8006
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
8007
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
8008
0
    if (display_layer_delta != 0)
8009
0
        return display_layer_delta > 0;
8010
8011
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
8012
0
    {
8013
0
        ImGuiWindow* candidate_window = g.Windows[i];
8014
0
        if (candidate_window == potential_above)
8015
0
            return true;
8016
0
        if (candidate_window == potential_below)
8017
0
            return false;
8018
0
    }
8019
0
    return false;
8020
0
}
8021
8022
// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options.
8023
// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app,
8024
// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that!
8025
// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
8026
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
8027
0
{
8028
0
    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");
8029
8030
0
    ImGuiContext& g = *GImGui;
8031
0
    ImGuiWindow* ref_window = g.HoveredWindow;
8032
0
    ImGuiWindow* cur_window = g.CurrentWindow;
8033
0
    if (ref_window == NULL)
8034
0
        return false;
8035
8036
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
8037
0
    {
8038
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
8039
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
8040
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
8041
0
        if (flags & ImGuiHoveredFlags_RootWindow)
8042
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8043
8044
0
        bool result;
8045
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
8046
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8047
0
        else
8048
0
            result = (ref_window == cur_window);
8049
0
        if (!result)
8050
0
            return false;
8051
0
    }
8052
8053
0
    if (!IsWindowContentHoverable(ref_window, flags))
8054
0
        return false;
8055
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
8056
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
8057
0
            return false;
8058
8059
    // When changing hovered window we requires a bit of stationary delay before activating hover timer.
8060
    // FIXME: We don't support delay other than stationary one for now, other delay would need a way
8061
    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true
8062
    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.
8063
    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.
8064
0
    if (flags & ImGuiHoveredFlags_ForTooltip)
8065
0
        flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse);
8066
0
    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)
8067
0
        return false;
8068
8069
0
    return true;
8070
0
}
8071
8072
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
8073
0
{
8074
0
    ImGuiContext& g = *GImGui;
8075
0
    ImGuiWindow* ref_window = g.NavWindow;
8076
0
    ImGuiWindow* cur_window = g.CurrentWindow;
8077
8078
0
    if (ref_window == NULL)
8079
0
        return false;
8080
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
8081
0
        return true;
8082
8083
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
8084
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
8085
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
8086
0
    if (flags & ImGuiHoveredFlags_RootWindow)
8087
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
8088
8089
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
8090
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
8091
0
    else
8092
0
        return (ref_window == cur_window);
8093
0
}
8094
8095
ImGuiID ImGui::GetWindowDockID()
8096
0
{
8097
0
    ImGuiContext& g = *GImGui;
8098
0
    return g.CurrentWindow->DockId;
8099
0
}
8100
8101
bool ImGui::IsWindowDocked()
8102
0
{
8103
0
    ImGuiContext& g = *GImGui;
8104
0
    return g.CurrentWindow->DockIsActive;
8105
0
}
8106
8107
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
8108
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
8109
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
8110
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
8111
0
{
8112
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
8113
0
}
8114
8115
float ImGui::GetWindowWidth()
8116
0
{
8117
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8118
0
    return window->Size.x;
8119
0
}
8120
8121
float ImGui::GetWindowHeight()
8122
0
{
8123
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8124
0
    return window->Size.y;
8125
0
}
8126
8127
ImVec2 ImGui::GetWindowPos()
8128
0
{
8129
0
    ImGuiContext& g = *GImGui;
8130
0
    ImGuiWindow* window = g.CurrentWindow;
8131
0
    return window->Pos;
8132
0
}
8133
8134
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
8135
0
{
8136
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8137
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
8138
0
        return;
8139
8140
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8141
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8142
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
8143
8144
    // Set
8145
0
    const ImVec2 old_pos = window->Pos;
8146
0
    window->Pos = ImTrunc(pos);
8147
0
    ImVec2 offset = window->Pos - old_pos;
8148
0
    if (offset.x == 0.0f && offset.y == 0.0f)
8149
0
        return;
8150
0
    MarkIniSettingsDirty(window);
8151
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
8152
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
8153
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
8154
0
    window->DC.IdealMaxPos += offset;
8155
0
    window->DC.CursorStartPos += offset;
8156
0
}
8157
8158
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
8159
0
{
8160
0
    ImGuiWindow* window = GetCurrentWindowRead();
8161
0
    SetWindowPos(window, pos, cond);
8162
0
}
8163
8164
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
8165
0
{
8166
0
    if (ImGuiWindow* window = FindWindowByName(name))
8167
0
        SetWindowPos(window, pos, cond);
8168
0
}
8169
8170
ImVec2 ImGui::GetWindowSize()
8171
0
{
8172
0
    ImGuiWindow* window = GetCurrentWindowRead();
8173
0
    return window->Size;
8174
0
}
8175
8176
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
8177
0
{
8178
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8179
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
8180
0
        return;
8181
8182
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8183
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8184
8185
    // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize)
8186
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8187
0
        window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
8188
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0)
8189
0
        window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
8190
8191
    // Set
8192
0
    ImVec2 old_size = window->SizeFull;
8193
0
    if (size.x <= 0.0f)
8194
0
        window->AutoFitOnlyGrows = false;
8195
0
    else
8196
0
        window->SizeFull.x = IM_TRUNC(size.x);
8197
0
    if (size.y <= 0.0f)
8198
0
        window->AutoFitOnlyGrows = false;
8199
0
    else
8200
0
        window->SizeFull.y = IM_TRUNC(size.y);
8201
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
8202
0
        MarkIniSettingsDirty(window);
8203
0
}
8204
8205
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
8206
0
{
8207
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
8208
0
}
8209
8210
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
8211
0
{
8212
0
    if (ImGuiWindow* window = FindWindowByName(name))
8213
0
        SetWindowSize(window, size, cond);
8214
0
}
8215
8216
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
8217
0
{
8218
    // Test condition (NB: bit 0 is always true) and clear flags for next time
8219
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
8220
0
        return;
8221
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
8222
8223
    // Set
8224
0
    window->Collapsed = collapsed;
8225
0
}
8226
8227
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
8228
0
{
8229
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
8230
0
    window->HitTestHoleSize = ImVec2ih(size);
8231
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
8232
0
}
8233
8234
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
8235
0
{
8236
0
    window->Hidden = window->SkipItems = true;
8237
0
    window->HiddenFramesCanSkipItems = 1;
8238
0
}
8239
8240
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
8241
0
{
8242
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
8243
0
}
8244
8245
bool ImGui::IsWindowCollapsed()
8246
0
{
8247
0
    ImGuiWindow* window = GetCurrentWindowRead();
8248
0
    return window->Collapsed;
8249
0
}
8250
8251
bool ImGui::IsWindowAppearing()
8252
0
{
8253
0
    ImGuiWindow* window = GetCurrentWindowRead();
8254
0
    return window->Appearing;
8255
0
}
8256
8257
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
8258
0
{
8259
0
    if (ImGuiWindow* window = FindWindowByName(name))
8260
0
        SetWindowCollapsed(window, collapsed, cond);
8261
0
}
8262
8263
void ImGui::SetWindowFocus()
8264
0
{
8265
0
    FocusWindow(GImGui->CurrentWindow);
8266
0
}
8267
8268
void ImGui::SetWindowFocus(const char* name)
8269
0
{
8270
0
    if (name)
8271
0
    {
8272
0
        if (ImGuiWindow* window = FindWindowByName(name))
8273
0
            FocusWindow(window);
8274
0
    }
8275
0
    else
8276
0
    {
8277
0
        FocusWindow(NULL);
8278
0
    }
8279
0
}
8280
8281
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
8282
0
{
8283
0
    ImGuiContext& g = *GImGui;
8284
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8285
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
8286
0
    g.NextWindowData.PosVal = pos;
8287
0
    g.NextWindowData.PosPivotVal = pivot;
8288
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8289
0
    g.NextWindowData.PosUndock = true;
8290
0
}
8291
8292
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8293
0
{
8294
0
    ImGuiContext& g = *GImGui;
8295
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8296
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8297
0
    g.NextWindowData.SizeVal = size;
8298
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8299
0
}
8300
8301
// For each axis:
8302
// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width.
8303
// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint.
8304
// - See "Demo->Examples->Constrained-resizing window" for examples.
8305
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8306
0
{
8307
0
    ImGuiContext& g = *GImGui;
8308
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8309
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8310
0
    g.NextWindowData.SizeCallback = custom_callback;
8311
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8312
0
}
8313
8314
// Content size = inner scrollable rectangle, padded with WindowPadding.
8315
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8316
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8317
0
{
8318
0
    ImGuiContext& g = *GImGui;
8319
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8320
0
    g.NextWindowData.ContentSizeVal = ImTrunc(size);
8321
0
}
8322
8323
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8324
0
{
8325
0
    ImGuiContext& g = *GImGui;
8326
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8327
0
    g.NextWindowData.ScrollVal = scroll;
8328
0
}
8329
8330
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8331
0
{
8332
0
    ImGuiContext& g = *GImGui;
8333
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8334
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8335
0
    g.NextWindowData.CollapsedVal = collapsed;
8336
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8337
0
}
8338
8339
void ImGui::SetNextWindowFocus()
8340
0
{
8341
0
    ImGuiContext& g = *GImGui;
8342
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8343
0
}
8344
8345
void ImGui::SetNextWindowBgAlpha(float alpha)
8346
0
{
8347
0
    ImGuiContext& g = *GImGui;
8348
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8349
0
    g.NextWindowData.BgAlphaVal = alpha;
8350
0
}
8351
8352
void ImGui::SetNextWindowViewport(ImGuiID id)
8353
0
{
8354
0
    ImGuiContext& g = *GImGui;
8355
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8356
0
    g.NextWindowData.ViewportId = id;
8357
0
}
8358
8359
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8360
0
{
8361
0
    ImGuiContext& g = *GImGui;
8362
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8363
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8364
0
    g.NextWindowData.DockId = id;
8365
0
}
8366
8367
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8368
0
{
8369
0
    ImGuiContext& g = *GImGui;
8370
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8371
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8372
0
    g.NextWindowData.WindowClass = *window_class;
8373
0
}
8374
8375
ImDrawList* ImGui::GetWindowDrawList()
8376
0
{
8377
0
    ImGuiWindow* window = GetCurrentWindow();
8378
0
    return window->DrawList;
8379
0
}
8380
8381
float ImGui::GetWindowDpiScale()
8382
0
{
8383
0
    ImGuiContext& g = *GImGui;
8384
0
    return g.CurrentDpiScale;
8385
0
}
8386
8387
ImGuiViewport* ImGui::GetWindowViewport()
8388
0
{
8389
0
    ImGuiContext& g = *GImGui;
8390
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8391
0
    return g.CurrentViewport;
8392
0
}
8393
8394
ImFont* ImGui::GetFont()
8395
0
{
8396
0
    return GImGui->Font;
8397
0
}
8398
8399
float ImGui::GetFontSize()
8400
0
{
8401
0
    return GImGui->FontSize;
8402
0
}
8403
8404
ImVec2 ImGui::GetFontTexUvWhitePixel()
8405
0
{
8406
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8407
0
}
8408
8409
void ImGui::SetWindowFontScale(float scale)
8410
0
{
8411
0
    IM_ASSERT(scale > 0.0f);
8412
0
    ImGuiContext& g = *GImGui;
8413
0
    ImGuiWindow* window = GetCurrentWindow();
8414
0
    window->FontWindowScale = scale;
8415
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8416
0
}
8417
8418
void ImGui::PushFocusScope(ImGuiID id)
8419
0
{
8420
0
    ImGuiContext& g = *GImGui;
8421
0
    g.FocusScopeStack.push_back(id);
8422
0
    g.CurrentFocusScopeId = id;
8423
0
}
8424
8425
void ImGui::PopFocusScope()
8426
0
{
8427
0
    ImGuiContext& g = *GImGui;
8428
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8429
0
    g.FocusScopeStack.pop_back();
8430
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8431
0
}
8432
8433
// Focus = move navigation cursor, set scrolling, set focus window.
8434
void ImGui::FocusItem()
8435
0
{
8436
0
    ImGuiContext& g = *GImGui;
8437
0
    ImGuiWindow* window = g.CurrentWindow;
8438
0
    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);
8439
0
    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?
8440
0
    {
8441
0
        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");
8442
0
        return;
8443
0
    }
8444
8445
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect;
8446
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8447
0
    SetNavWindow(window);
8448
0
    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);
8449
0
    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8450
0
}
8451
8452
void ImGui::ActivateItemByID(ImGuiID id)
8453
0
{
8454
0
    ImGuiContext& g = *GImGui;
8455
0
    g.NavNextActivateId = id;
8456
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8457
0
}
8458
8459
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8460
// But ActivateItem() should function without altering scroll/focus?
8461
void ImGui::SetKeyboardFocusHere(int offset)
8462
0
{
8463
0
    ImGuiContext& g = *GImGui;
8464
0
    ImGuiWindow* window = g.CurrentWindow;
8465
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8466
0
    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8467
8468
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8469
    // When we refactor this function into ActivateItem() we may want to make this an option.
8470
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8471
    // is also automatically dropped in the event g.ActiveId is stolen.
8472
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8473
0
    {
8474
0
        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8475
0
        return;
8476
0
    }
8477
8478
0
    SetNavWindow(window);
8479
8480
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight;
8481
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8482
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8483
0
    if (offset == -1)
8484
0
    {
8485
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8486
0
    }
8487
0
    else
8488
0
    {
8489
0
        g.NavTabbingDir = 1;
8490
0
        g.NavTabbingCounter = offset + 1;
8491
0
    }
8492
0
}
8493
8494
void ImGui::SetItemDefaultFocus()
8495
0
{
8496
0
    ImGuiContext& g = *GImGui;
8497
0
    ImGuiWindow* window = g.CurrentWindow;
8498
0
    if (!window->Appearing)
8499
0
        return;
8500
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8501
0
        return;
8502
8503
0
    g.NavInitRequest = false;
8504
0
    NavApplyItemToResult(&g.NavInitResult);
8505
0
    NavUpdateAnyRequestFlag();
8506
8507
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8508
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8509
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8510
0
}
8511
8512
void ImGui::SetStateStorage(ImGuiStorage* tree)
8513
0
{
8514
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8515
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8516
0
}
8517
8518
ImGuiStorage* ImGui::GetStateStorage()
8519
0
{
8520
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8521
0
    return window->DC.StateStorage;
8522
0
}
8523
8524
void ImGui::PushID(const char* str_id)
8525
0
{
8526
0
    ImGuiContext& g = *GImGui;
8527
0
    ImGuiWindow* window = g.CurrentWindow;
8528
0
    ImGuiID id = window->GetID(str_id);
8529
0
    window->IDStack.push_back(id);
8530
0
}
8531
8532
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8533
0
{
8534
0
    ImGuiContext& g = *GImGui;
8535
0
    ImGuiWindow* window = g.CurrentWindow;
8536
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8537
0
    window->IDStack.push_back(id);
8538
0
}
8539
8540
void ImGui::PushID(const void* ptr_id)
8541
0
{
8542
0
    ImGuiContext& g = *GImGui;
8543
0
    ImGuiWindow* window = g.CurrentWindow;
8544
0
    ImGuiID id = window->GetID(ptr_id);
8545
0
    window->IDStack.push_back(id);
8546
0
}
8547
8548
void ImGui::PushID(int int_id)
8549
0
{
8550
0
    ImGuiContext& g = *GImGui;
8551
0
    ImGuiWindow* window = g.CurrentWindow;
8552
0
    ImGuiID id = window->GetID(int_id);
8553
0
    window->IDStack.push_back(id);
8554
0
}
8555
8556
// Push a given id value ignoring the ID stack as a seed.
8557
void ImGui::PushOverrideID(ImGuiID id)
8558
0
{
8559
0
    ImGuiContext& g = *GImGui;
8560
0
    ImGuiWindow* window = g.CurrentWindow;
8561
0
    if (g.DebugHookIdInfo == id)
8562
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8563
0
    window->IDStack.push_back(id);
8564
0
}
8565
8566
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8567
// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level.
8568
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8569
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8570
0
{
8571
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8572
0
    ImGuiContext& g = *GImGui;
8573
0
    if (g.DebugHookIdInfo == id)
8574
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8575
0
    return id;
8576
0
}
8577
8578
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8579
0
{
8580
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8581
0
    ImGuiContext& g = *GImGui;
8582
0
    if (g.DebugHookIdInfo == id)
8583
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8584
0
    return id;
8585
0
}
8586
8587
void ImGui::PopID()
8588
0
{
8589
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8590
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8591
0
    window->IDStack.pop_back();
8592
0
}
8593
8594
ImGuiID ImGui::GetID(const char* str_id)
8595
0
{
8596
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8597
0
    return window->GetID(str_id);
8598
0
}
8599
8600
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8601
0
{
8602
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8603
0
    return window->GetID(str_id_begin, str_id_end);
8604
0
}
8605
8606
ImGuiID ImGui::GetID(const void* ptr_id)
8607
0
{
8608
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8609
0
    return window->GetID(ptr_id);
8610
0
}
8611
8612
bool ImGui::IsRectVisible(const ImVec2& size)
8613
0
{
8614
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8615
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8616
0
}
8617
8618
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8619
0
{
8620
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8621
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8622
0
}
8623
8624
8625
//-----------------------------------------------------------------------------
8626
// [SECTION] INPUTS
8627
//-----------------------------------------------------------------------------
8628
// - GetKeyData() [Internal]
8629
// - GetKeyIndex() [Internal]
8630
// - GetKeyName()
8631
// - GetKeyChordName() [Internal]
8632
// - CalcTypematicRepeatAmount() [Internal]
8633
// - GetTypematicRepeatRate() [Internal]
8634
// - GetKeyPressedAmount() [Internal]
8635
// - GetKeyMagnitude2d() [Internal]
8636
//-----------------------------------------------------------------------------
8637
// - UpdateKeyRoutingTable() [Internal]
8638
// - GetRoutingIdFromOwnerId() [Internal]
8639
// - GetShortcutRoutingData() [Internal]
8640
// - CalcRoutingScore() [Internal]
8641
// - SetShortcutRouting() [Internal]
8642
// - TestShortcutRouting() [Internal]
8643
//-----------------------------------------------------------------------------
8644
// - IsKeyDown()
8645
// - IsKeyPressed()
8646
// - IsKeyReleased()
8647
//-----------------------------------------------------------------------------
8648
// - IsMouseDown()
8649
// - IsMouseClicked()
8650
// - IsMouseReleased()
8651
// - IsMouseDoubleClicked()
8652
// - GetMouseClickedCount()
8653
// - IsMouseHoveringRect() [Internal]
8654
// - IsMouseDragPastThreshold() [Internal]
8655
// - IsMouseDragging()
8656
// - GetMousePos()
8657
// - SetMousePos() [Internal]
8658
// - GetMousePosOnOpeningCurrentPopup()
8659
// - IsMousePosValid()
8660
// - IsAnyMouseDown()
8661
// - GetMouseDragDelta()
8662
// - ResetMouseDragDelta()
8663
// - GetMouseCursor()
8664
// - SetMouseCursor()
8665
//-----------------------------------------------------------------------------
8666
// - UpdateAliasKey()
8667
// - GetMergedModsFromKeys()
8668
// - UpdateKeyboardInputs()
8669
// - UpdateMouseInputs()
8670
//-----------------------------------------------------------------------------
8671
// - LockWheelingWindow [Internal]
8672
// - FindBestWheelingWindow [Internal]
8673
// - UpdateMouseWheel() [Internal]
8674
//-----------------------------------------------------------------------------
8675
// - SetNextFrameWantCaptureKeyboard()
8676
// - SetNextFrameWantCaptureMouse()
8677
//-----------------------------------------------------------------------------
8678
// - GetInputSourceName() [Internal]
8679
// - DebugPrintInputEvent() [Internal]
8680
// - UpdateInputEvents() [Internal]
8681
//-----------------------------------------------------------------------------
8682
// - GetKeyOwner() [Internal]
8683
// - TestKeyOwner() [Internal]
8684
// - SetKeyOwner() [Internal]
8685
// - SetItemKeyOwner() [Internal]
8686
// - Shortcut() [Internal]
8687
//-----------------------------------------------------------------------------
8688
8689
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8690
0
{
8691
0
    ImGuiContext& g = *ctx;
8692
8693
    // Special storage location for mods
8694
0
    if (key & ImGuiMod_Mask_)
8695
0
        key = ConvertSingleModFlagToKey(ctx, key);
8696
8697
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8698
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8699
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8700
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8701
#else
8702
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8703
0
#endif
8704
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8705
0
}
8706
8707
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8708
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8709
{
8710
    ImGuiContext& g = *GImGui;
8711
    IM_ASSERT(IsNamedKey(key));
8712
    const ImGuiKeyData* key_data = GetKeyData(key);
8713
    return (ImGuiKey)(key_data - g.IO.KeysData);
8714
}
8715
#endif
8716
8717
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8718
static const char* const GKeyNames[] =
8719
{
8720
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8721
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8722
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8723
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8724
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8725
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8726
    "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24",
8727
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8728
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8729
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8730
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8731
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8732
    "AppBack", "AppForward",
8733
    "GamepadStart", "GamepadBack",
8734
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8735
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8736
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8737
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8738
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8739
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8740
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8741
};
8742
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8743
8744
const char* ImGui::GetKeyName(ImGuiKey key)
8745
0
{
8746
0
    ImGuiContext& g = *GImGui;
8747
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8748
0
    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8749
#else
8750
    if (IsLegacyKey(key))
8751
    {
8752
        if (g.IO.KeyMap[key] == -1)
8753
            return "N/A";
8754
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8755
        key = (ImGuiKey)g.IO.KeyMap[key];
8756
    }
8757
#endif
8758
0
    if (key == ImGuiKey_None)
8759
0
        return "None";
8760
0
    if (key & ImGuiMod_Mask_)
8761
0
        key = ConvertSingleModFlagToKey(&g, key);
8762
0
    if (!IsNamedKey(key))
8763
0
        return "Unknown";
8764
8765
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8766
0
}
8767
8768
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8769
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8770
0
{
8771
0
    ImGuiContext& g = *GImGui;
8772
0
    if (key_chord & ImGuiMod_Shortcut)
8773
0
        key_chord = ConvertShortcutMod(key_chord);
8774
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8775
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8776
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8777
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8778
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8779
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8780
0
}
8781
8782
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8783
// t1 = current time (e.g.: g.Time)
8784
// An event is triggered at:
8785
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8786
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8787
0
{
8788
0
    if (t1 == 0.0f)
8789
0
        return 1;
8790
0
    if (t0 >= t1)
8791
0
        return 0;
8792
0
    if (repeat_rate <= 0.0f)
8793
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8794
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8795
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8796
0
    const int count = count_t1 - count_t0;
8797
0
    return count;
8798
0
}
8799
8800
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8801
0
{
8802
0
    ImGuiContext& g = *GImGui;
8803
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8804
0
    {
8805
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8806
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8807
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8808
0
    }
8809
0
}
8810
8811
// Return value representing the number of presses in the last time period, for the given repeat rate
8812
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8813
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8814
0
{
8815
0
    ImGuiContext& g = *GImGui;
8816
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8817
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8818
0
        return 0;
8819
0
    const float t = key_data->DownDuration;
8820
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8821
0
}
8822
8823
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8824
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8825
0
{
8826
0
    return ImVec2(
8827
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8828
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8829
0
}
8830
8831
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8832
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8833
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8834
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8835
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8836
0
{
8837
0
    ImGuiContext& g = *GImGui;
8838
0
    rt->EntriesNext.resize(0);
8839
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8840
0
    {
8841
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8842
0
        ImGuiKeyRoutingData* routing_entry;
8843
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8844
0
        {
8845
0
            routing_entry = &rt->Entries[old_routing_idx];
8846
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8847
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8848
0
            routing_entry->RoutingNextScore = 255;
8849
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8850
0
                continue;
8851
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8852
8853
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8854
0
            if (routing_entry->Mods == g.IO.KeyMods)
8855
0
            {
8856
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8857
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8858
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8859
0
            }
8860
0
        }
8861
8862
        // Rewrite linked-list
8863
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8864
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8865
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8866
0
    }
8867
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8868
0
}
8869
8870
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8871
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8872
0
{
8873
0
    ImGuiContext& g = *GImGui;
8874
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8875
0
}
8876
8877
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8878
0
{
8879
    // Majority of shortcuts will be Key + any number of Mods
8880
    // We accept _Single_ mod with ImGuiKey_None.
8881
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8882
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8883
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8884
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8885
0
    ImGuiContext& g = *GImGui;
8886
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8887
0
    ImGuiKeyRoutingData* routing_data;
8888
0
    if (key_chord & ImGuiMod_Shortcut)
8889
0
        key_chord = ConvertShortcutMod(key_chord);
8890
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8891
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8892
0
    if (key == ImGuiKey_None)
8893
0
        key = ConvertSingleModFlagToKey(&g, mods);
8894
0
    IM_ASSERT(IsNamedKey(key));
8895
8896
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8897
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8898
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8899
0
    {
8900
0
        routing_data = &rt->Entries[idx];
8901
0
        if (routing_data->Mods == mods)
8902
0
            return routing_data;
8903
0
    }
8904
8905
    // Add to linked-list
8906
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8907
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8908
0
    routing_data = &rt->Entries[routing_data_idx];
8909
0
    routing_data->Mods = (ImU16)mods;
8910
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8911
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8912
0
    return routing_data;
8913
0
}
8914
8915
// Current score encoding (lower is highest priority):
8916
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8917
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8918
//  -   2: ImGuiInputFlags_RouteGlobal
8919
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8920
//  - 254: ImGuiInputFlags_RouteGlobalLow
8921
//  - 255: never route
8922
// 'flags' should include an explicit routing policy
8923
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8924
0
{
8925
0
    if (flags & ImGuiInputFlags_RouteFocused)
8926
0
    {
8927
0
        ImGuiContext& g = *GImGui;
8928
0
        ImGuiWindow* focused = g.NavWindow;
8929
8930
        // ActiveID gets top priority
8931
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8932
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8933
0
            return 1;
8934
8935
        // Score based on distance to focused window (lower is better)
8936
        // Assuming both windows are submitting a routing request,
8937
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8938
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8939
        // Assuming only WindowA is submitting a routing request,
8940
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8941
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8942
0
            for (int next_score = 3; focused != NULL; next_score++)
8943
0
            {
8944
0
                if (focused == location)
8945
0
                {
8946
0
                    IM_ASSERT(next_score < 255);
8947
0
                    return next_score;
8948
0
                }
8949
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8950
0
            }
8951
0
        return 255;
8952
0
    }
8953
8954
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8955
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8956
0
        return 2;
8957
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8958
0
        return 254;
8959
0
    return 0;
8960
0
}
8961
8962
// Request a desired route for an input chord (key + mods).
8963
// Return true if the route is available this frame.
8964
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8965
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8966
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8967
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8968
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8969
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8970
0
{
8971
0
    ImGuiContext& g = *GImGui;
8972
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8973
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8974
0
    else
8975
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8976
8977
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8978
0
        if (g.NavWindow == NULL)
8979
0
            return false;
8980
0
    if (flags & ImGuiInputFlags_RouteAlways)
8981
0
        return true;
8982
8983
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8984
0
    if (score == 255)
8985
0
        return false;
8986
8987
    // Submit routing for NEXT frame (assuming score is sufficient)
8988
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8989
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8990
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8991
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8992
0
    if (score < routing_data->RoutingNextScore)
8993
0
    {
8994
0
        routing_data->RoutingNext = routing_id;
8995
0
        routing_data->RoutingNextScore = (ImU8)score;
8996
0
    }
8997
8998
    // Return routing state for CURRENT frame
8999
0
    return routing_data->RoutingCurr == routing_id;
9000
0
}
9001
9002
// Currently unused by core (but used by tests)
9003
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
9004
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
9005
0
{
9006
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
9007
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
9008
0
    return routing_data->RoutingCurr == routing_id;
9009
0
}
9010
9011
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
9012
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
9013
bool ImGui::IsKeyDown(ImGuiKey key)
9014
0
{
9015
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
9016
0
}
9017
9018
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
9019
0
{
9020
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9021
0
    if (!key_data->Down)
9022
0
        return false;
9023
0
    if (!TestKeyOwner(key, owner_id))
9024
0
        return false;
9025
0
    return true;
9026
0
}
9027
9028
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
9029
0
{
9030
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9031
0
}
9032
9033
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
9034
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9035
0
{
9036
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9037
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9038
0
        return false;
9039
0
    const float t = key_data->DownDuration;
9040
0
    if (t < 0.0f)
9041
0
        return false;
9042
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9043
9044
0
    bool pressed = (t == 0.0f);
9045
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
9046
0
    {
9047
0
        float repeat_delay, repeat_rate;
9048
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
9049
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
9050
0
    }
9051
0
    if (!pressed)
9052
0
        return false;
9053
0
    if (!TestKeyOwner(key, owner_id))
9054
0
        return false;
9055
0
    return true;
9056
0
}
9057
9058
bool ImGui::IsKeyReleased(ImGuiKey key)
9059
0
{
9060
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
9061
0
}
9062
9063
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
9064
0
{
9065
0
    const ImGuiKeyData* key_data = GetKeyData(key);
9066
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
9067
0
        return false;
9068
0
    if (!TestKeyOwner(key, owner_id))
9069
0
        return false;
9070
0
    return true;
9071
0
}
9072
9073
bool ImGui::IsMouseDown(ImGuiMouseButton button)
9074
0
{
9075
0
    ImGuiContext& g = *GImGui;
9076
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9077
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
9078
0
}
9079
9080
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
9081
0
{
9082
0
    ImGuiContext& g = *GImGui;
9083
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9084
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
9085
0
}
9086
9087
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
9088
0
{
9089
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
9090
0
}
9091
9092
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
9093
0
{
9094
0
    ImGuiContext& g = *GImGui;
9095
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9096
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
9097
0
        return false;
9098
0
    const float t = g.IO.MouseDownDuration[button];
9099
0
    if (t < 0.0f)
9100
0
        return false;
9101
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
9102
9103
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
9104
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
9105
0
    if (!pressed)
9106
0
        return false;
9107
9108
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
9109
0
        return false;
9110
9111
0
    return true;
9112
0
}
9113
9114
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
9115
0
{
9116
0
    ImGuiContext& g = *GImGui;
9117
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9118
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
9119
0
}
9120
9121
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
9122
0
{
9123
0
    ImGuiContext& g = *GImGui;
9124
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9125
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
9126
0
}
9127
9128
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
9129
0
{
9130
0
    ImGuiContext& g = *GImGui;
9131
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9132
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
9133
0
}
9134
9135
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id)
9136
0
{
9137
0
    ImGuiContext& g = *GImGui;
9138
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9139
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id);
9140
0
}
9141
9142
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
9143
0
{
9144
0
    ImGuiContext& g = *GImGui;
9145
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9146
0
    return g.IO.MouseClickedCount[button];
9147
0
}
9148
9149
// Test if mouse cursor is hovering given rectangle
9150
// NB- Rectangle is clipped by our current clip setting
9151
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
9152
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
9153
0
{
9154
0
    ImGuiContext& g = *GImGui;
9155
9156
    // Clip
9157
0
    ImRect rect_clipped(r_min, r_max);
9158
0
    if (clip)
9159
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
9160
9161
    // Hit testing, expanded for touch input
9162
0
    if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding))
9163
0
        return false;
9164
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
9165
0
        return false;
9166
0
    return true;
9167
0
}
9168
9169
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
9170
// [Internal] This doesn't test if the button is pressed
9171
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
9172
0
{
9173
0
    ImGuiContext& g = *GImGui;
9174
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9175
0
    if (lock_threshold < 0.0f)
9176
0
        lock_threshold = g.IO.MouseDragThreshold;
9177
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
9178
0
}
9179
9180
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
9181
0
{
9182
0
    ImGuiContext& g = *GImGui;
9183
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9184
0
    if (!g.IO.MouseDown[button])
9185
0
        return false;
9186
0
    return IsMouseDragPastThreshold(button, lock_threshold);
9187
0
}
9188
9189
ImVec2 ImGui::GetMousePos()
9190
0
{
9191
0
    ImGuiContext& g = *GImGui;
9192
0
    return g.IO.MousePos;
9193
0
}
9194
9195
// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well.
9196
// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend.
9197
void ImGui::TeleportMousePos(const ImVec2& pos)
9198
0
{
9199
0
    ImGuiContext& g = *GImGui;
9200
0
    g.IO.MousePos = g.IO.MousePosPrev = pos;
9201
0
    g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
9202
0
    g.IO.WantSetMousePos = true;
9203
    //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
9204
0
}
9205
9206
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
9207
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
9208
0
{
9209
0
    ImGuiContext& g = *GImGui;
9210
0
    if (g.BeginPopupStack.Size > 0)
9211
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
9212
0
    return g.IO.MousePos;
9213
0
}
9214
9215
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
9216
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
9217
0
{
9218
    // The assert is only to silence a false-positive in XCode Static Analysis.
9219
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
9220
0
    IM_ASSERT(GImGui != NULL);
9221
0
    const float MOUSE_INVALID = -256000.0f;
9222
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
9223
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
9224
0
}
9225
9226
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
9227
bool ImGui::IsAnyMouseDown()
9228
0
{
9229
0
    ImGuiContext& g = *GImGui;
9230
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
9231
0
        if (g.IO.MouseDown[n])
9232
0
            return true;
9233
0
    return false;
9234
0
}
9235
9236
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
9237
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
9238
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
9239
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
9240
0
{
9241
0
    ImGuiContext& g = *GImGui;
9242
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9243
0
    if (lock_threshold < 0.0f)
9244
0
        lock_threshold = g.IO.MouseDragThreshold;
9245
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
9246
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
9247
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
9248
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
9249
0
    return ImVec2(0.0f, 0.0f);
9250
0
}
9251
9252
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
9253
0
{
9254
0
    ImGuiContext& g = *GImGui;
9255
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
9256
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
9257
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
9258
0
}
9259
9260
// Get desired mouse cursor shape.
9261
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
9262
// updated during the frame, and locked in EndFrame()/Render().
9263
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
9264
ImGuiMouseCursor ImGui::GetMouseCursor()
9265
0
{
9266
0
    ImGuiContext& g = *GImGui;
9267
0
    return g.MouseCursor;
9268
0
}
9269
9270
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
9271
0
{
9272
0
    ImGuiContext& g = *GImGui;
9273
0
    g.MouseCursor = cursor_type;
9274
0
}
9275
9276
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
9277
0
{
9278
0
    IM_ASSERT(ImGui::IsAliasKey(key));
9279
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
9280
0
    key_data->Down = v;
9281
0
    key_data->AnalogValue = analog_value;
9282
0
}
9283
9284
// [Internal] Do not use directly
9285
static ImGuiKeyChord GetMergedModsFromKeys()
9286
0
{
9287
0
    ImGuiKeyChord mods = 0;
9288
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
9289
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
9290
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
9291
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
9292
0
    return mods;
9293
0
}
9294
9295
static void ImGui::UpdateKeyboardInputs()
9296
0
{
9297
0
    ImGuiContext& g = *GImGui;
9298
0
    ImGuiIO& io = g.IO;
9299
9300
    // Import legacy keys or verify they are not used
9301
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9302
    if (io.BackendUsingLegacyKeyArrays == 0)
9303
    {
9304
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
9305
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
9306
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
9307
    }
9308
    else
9309
    {
9310
        if (g.FrameCount == 0)
9311
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9312
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
9313
9314
        // Build reverse KeyMap (Named -> Legacy)
9315
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
9316
            if (io.KeyMap[n] != -1)
9317
            {
9318
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
9319
                io.KeyMap[io.KeyMap[n]] = n;
9320
            }
9321
9322
        // Import legacy keys into new ones
9323
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
9324
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
9325
            {
9326
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
9327
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
9328
                io.KeysData[key].Down = io.KeysDown[n];
9329
                if (key != n)
9330
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
9331
                io.BackendUsingLegacyKeyArrays = 1;
9332
            }
9333
        if (io.BackendUsingLegacyKeyArrays == 1)
9334
        {
9335
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9336
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9337
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9338
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9339
        }
9340
    }
9341
9342
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9343
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9344
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9345
    {
9346
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9347
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9348
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9349
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9350
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9351
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9352
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9353
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9354
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9355
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9356
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9357
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9358
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9359
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9360
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9361
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9362
        #undef NAV_MAP_KEY
9363
    }
9364
#endif
9365
#endif
9366
9367
    // Update aliases
9368
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9369
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9370
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9371
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9372
9373
    // Synchronize io.KeyMods and io.KeyXXX values.
9374
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9375
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9376
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9377
0
    io.KeyMods = GetMergedModsFromKeys();
9378
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9379
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9380
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9381
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9382
9383
    // Clear gamepad data if disabled
9384
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9385
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9386
0
        {
9387
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9388
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9389
0
        }
9390
9391
    // Update keys
9392
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9393
0
    {
9394
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9395
0
        key_data->DownDurationPrev = key_data->DownDuration;
9396
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9397
0
    }
9398
9399
    // Update keys/input owner (named keys only): one entry per key
9400
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9401
0
    {
9402
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9403
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9404
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9405
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9406
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9407
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9408
0
    }
9409
9410
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9411
0
}
9412
9413
static void ImGui::UpdateMouseInputs()
9414
0
{
9415
0
    ImGuiContext& g = *GImGui;
9416
0
    ImGuiIO& io = g.IO;
9417
9418
    // Mouse Wheel swapping flag
9419
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9420
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9421
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9422
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9423
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9424
9425
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9426
0
    if (IsMousePosValid(&io.MousePos))
9427
0
        io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
9428
9429
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9430
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9431
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9432
0
    else
9433
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9434
9435
    // Update stationary timer.
9436
    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.
9437
0
    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.
9438
0
    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);
9439
0
    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;
9440
    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);
9441
9442
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9443
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9444
0
        g.NavDisableMouseHover = false;
9445
9446
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9447
0
    {
9448
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9449
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9450
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9451
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9452
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9453
0
        if (io.MouseClicked[i])
9454
0
        {
9455
0
            bool is_repeated_click = false;
9456
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9457
0
            {
9458
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9459
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9460
0
                    is_repeated_click = true;
9461
0
            }
9462
0
            if (is_repeated_click)
9463
0
                io.MouseClickedLastCount[i]++;
9464
0
            else
9465
0
                io.MouseClickedLastCount[i] = 1;
9466
0
            io.MouseClickedTime[i] = g.Time;
9467
0
            io.MouseClickedPos[i] = io.MousePos;
9468
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9469
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9470
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9471
0
        }
9472
0
        else if (io.MouseDown[i])
9473
0
        {
9474
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9475
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9476
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9477
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9478
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9479
0
        }
9480
9481
        // We provide io.MouseDoubleClicked[] as a legacy service
9482
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9483
9484
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9485
0
        if (io.MouseClicked[i])
9486
0
            g.NavDisableMouseHover = false;
9487
0
    }
9488
0
}
9489
9490
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9491
0
{
9492
0
    ImGuiContext& g = *GImGui;
9493
0
    if (window)
9494
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9495
0
    else
9496
0
        g.WheelingWindowReleaseTimer = 0.0f;
9497
0
    if (g.WheelingWindow == window)
9498
0
        return;
9499
0
    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9500
0
    g.WheelingWindow = window;
9501
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9502
0
    if (window == NULL)
9503
0
    {
9504
0
        g.WheelingWindowStartFrame = -1;
9505
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9506
0
    }
9507
0
}
9508
9509
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9510
0
{
9511
    // For each axis, find window in the hierarchy that may want to use scrolling
9512
0
    ImGuiContext& g = *GImGui;
9513
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9514
0
    for (int axis = 0; axis < 2; axis++)
9515
0
        if (wheel[axis] != 0.0f)
9516
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9517
0
            {
9518
                // Bubble up into parent window if:
9519
                // - a child window doesn't allow any scrolling.
9520
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9521
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9522
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9523
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9524
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9525
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9526
0
                    break; // select this window
9527
0
            }
9528
0
    if (windows[0] == NULL && windows[1] == NULL)
9529
0
        return NULL;
9530
9531
    // If there's only one window or only one axis then there's no ambiguity
9532
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9533
0
        return windows[1] ? windows[1] : windows[0];
9534
9535
    // If candidate are different windows we need to decide which one to prioritize
9536
    // - First frame: only find a winner if one axis is zero.
9537
    // - Subsequent frames: only find a winner when one is more than the other.
9538
0
    if (g.WheelingWindowStartFrame == -1)
9539
0
        g.WheelingWindowStartFrame = g.FrameCount;
9540
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9541
0
    {
9542
0
        g.WheelingWindowWheelRemainder = wheel;
9543
0
        return NULL;
9544
0
    }
9545
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9546
0
}
9547
9548
// Called by NewFrame()
9549
void ImGui::UpdateMouseWheel()
9550
0
{
9551
    // Reset the locked window if we move the mouse or after the timer elapses.
9552
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9553
0
    ImGuiContext& g = *GImGui;
9554
0
    if (g.WheelingWindow != NULL)
9555
0
    {
9556
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9557
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9558
0
            g.WheelingWindowReleaseTimer = 0.0f;
9559
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9560
0
            LockWheelingWindow(NULL, 0.0f);
9561
0
    }
9562
9563
0
    ImVec2 wheel;
9564
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9565
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9566
9567
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9568
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9569
0
    if (!mouse_window || mouse_window->Collapsed)
9570
0
        return;
9571
9572
    // Zoom / Scale window
9573
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9574
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9575
0
    {
9576
0
        LockWheelingWindow(mouse_window, wheel.y);
9577
0
        ImGuiWindow* window = mouse_window;
9578
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9579
0
        const float scale = new_font_scale / window->FontWindowScale;
9580
0
        window->FontWindowScale = new_font_scale;
9581
0
        if (window == window->RootWindow)
9582
0
        {
9583
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9584
0
            SetWindowPos(window, window->Pos + offset, 0);
9585
0
            window->Size = ImTrunc(window->Size * scale);
9586
0
            window->SizeFull = ImTrunc(window->SizeFull * scale);
9587
0
        }
9588
0
        return;
9589
0
    }
9590
0
    if (g.IO.KeyCtrl)
9591
0
        return;
9592
9593
    // Mouse wheel scrolling
9594
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9595
0
    if (g.IO.MouseWheelRequestAxisSwap)
9596
0
        wheel = ImVec2(wheel.y, 0.0f);
9597
9598
    // Maintain a rough average of moving magnitude on both axises
9599
    // FIXME: should by based on wall clock time rather than frame-counter
9600
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9601
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9602
9603
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9604
0
    wheel += g.WheelingWindowWheelRemainder;
9605
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9606
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9607
0
        return;
9608
9609
    // Mouse wheel scrolling: find target and apply
9610
    // - don't renew lock if axis doesn't apply on the window.
9611
    // - select a main axis when both axises are being moved.
9612
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9613
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9614
0
        {
9615
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9616
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9617
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9618
0
            if (do_scroll[ImGuiAxis_X])
9619
0
            {
9620
0
                LockWheelingWindow(window, wheel.x);
9621
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9622
0
                float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step));
9623
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9624
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9625
0
            }
9626
0
            if (do_scroll[ImGuiAxis_Y])
9627
0
            {
9628
0
                LockWheelingWindow(window, wheel.y);
9629
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9630
0
                float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step));
9631
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9632
0
                g.WheelingWindowScrolledFrame = g.FrameCount;
9633
0
            }
9634
0
        }
9635
0
}
9636
9637
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9638
0
{
9639
0
    ImGuiContext& g = *GImGui;
9640
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9641
0
}
9642
9643
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9644
0
{
9645
0
    ImGuiContext& g = *GImGui;
9646
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9647
0
}
9648
9649
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9650
static const char* GetInputSourceName(ImGuiInputSource source)
9651
0
{
9652
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9653
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9654
0
    return input_source_names[source];
9655
0
}
9656
static const char* GetMouseSourceName(ImGuiMouseSource source)
9657
0
{
9658
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9659
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9660
0
    return mouse_source_names[source];
9661
0
}
9662
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9663
0
{
9664
0
    ImGuiContext& g = *GImGui;
9665
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }
9666
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }
9667
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9668
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("[io] %s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9669
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9670
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9671
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9672
0
}
9673
#endif
9674
9675
// Process input queue
9676
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9677
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9678
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9679
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9680
0
{
9681
0
    ImGuiContext& g = *GImGui;
9682
0
    ImGuiIO& io = g.IO;
9683
9684
    // Only trickle chars<>key when working with InputText()
9685
    // FIXME: InputText() could parse event trail?
9686
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9687
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9688
9689
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9690
0
    int  mouse_button_changed = 0x00;
9691
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9692
9693
0
    int event_n = 0;
9694
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9695
0
    {
9696
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9697
0
        if (e->Type == ImGuiInputEventType_MousePos)
9698
0
        {
9699
0
            if (g.IO.WantSetMousePos)
9700
0
                continue;
9701
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9702
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9703
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9704
0
                break;
9705
0
            io.MousePos = event_pos;
9706
0
            io.MouseSource = e->MousePos.MouseSource;
9707
0
            mouse_moved = true;
9708
0
        }
9709
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9710
0
        {
9711
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9712
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9713
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9714
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9715
0
                break;
9716
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9717
0
                break;
9718
0
            io.MouseDown[button] = e->MouseButton.Down;
9719
0
            io.MouseSource = e->MouseButton.MouseSource;
9720
0
            mouse_button_changed |= (1 << button);
9721
0
        }
9722
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9723
0
        {
9724
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9725
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9726
0
                break;
9727
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9728
0
            io.MouseWheel += e->MouseWheel.WheelY;
9729
0
            io.MouseSource = e->MouseWheel.MouseSource;
9730
0
            mouse_wheeled = true;
9731
0
        }
9732
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9733
0
        {
9734
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9735
0
        }
9736
0
        else if (e->Type == ImGuiInputEventType_Key)
9737
0
        {
9738
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9739
0
            ImGuiKey key = e->Key.Key;
9740
0
            IM_ASSERT(key != ImGuiKey_None);
9741
0
            ImGuiKeyData* key_data = GetKeyData(key);
9742
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9743
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9744
0
                break;
9745
0
            key_data->Down = e->Key.Down;
9746
0
            key_data->AnalogValue = e->Key.AnalogValue;
9747
0
            key_changed = true;
9748
0
            key_changed_mask.SetBit(key_data_index);
9749
9750
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9751
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9752
            io.KeysDown[key_data_index] = key_data->Down;
9753
            if (io.KeyMap[key_data_index] != -1)
9754
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9755
#endif
9756
0
        }
9757
0
        else if (e->Type == ImGuiInputEventType_Text)
9758
0
        {
9759
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9760
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9761
0
                break;
9762
0
            unsigned int c = e->Text.Char;
9763
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9764
0
            if (trickle_interleaved_keys_and_text)
9765
0
                text_inputted = true;
9766
0
        }
9767
0
        else if (e->Type == ImGuiInputEventType_Focus)
9768
0
        {
9769
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9770
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9771
0
            const bool focus_lost = !e->AppFocused.Focused;
9772
0
            io.AppFocusLost = focus_lost;
9773
0
        }
9774
0
        else
9775
0
        {
9776
0
            IM_ASSERT(0 && "Unknown event!");
9777
0
        }
9778
0
    }
9779
9780
    // Record trail (for domain-specific applications wanting to access a precise trail)
9781
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9782
0
    for (int n = 0; n < event_n; n++)
9783
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9784
9785
    // [DEBUG]
9786
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9787
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9788
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9789
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9790
0
#endif
9791
9792
    // Remaining events will be processed on the next frame
9793
0
    if (event_n == g.InputEventsQueue.Size)
9794
0
        g.InputEventsQueue.resize(0);
9795
0
    else
9796
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9797
9798
    // Clear buttons state when focus is lost
9799
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9800
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9801
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9802
0
    if (g.IO.AppFocusLost)
9803
0
        g.IO.ClearInputKeys();
9804
0
}
9805
9806
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9807
0
{
9808
0
    if (!IsNamedKeyOrModKey(key))
9809
0
        return ImGuiKeyOwner_None;
9810
9811
0
    ImGuiContext& g = *GImGui;
9812
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9813
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9814
9815
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9816
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9817
0
            return ImGuiKeyOwner_None;
9818
9819
0
    return owner_id;
9820
0
}
9821
9822
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9823
// TestKeyOwner(..., None) : (owner == None)
9824
// TestKeyOwner(..., Any)  : no owner test
9825
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9826
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9827
0
{
9828
0
    if (!IsNamedKeyOrModKey(key))
9829
0
        return true;
9830
9831
0
    ImGuiContext& g = *GImGui;
9832
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9833
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9834
0
            return false;
9835
9836
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9837
0
    if (owner_id == ImGuiKeyOwner_Any)
9838
0
        return (owner_data->LockThisFrame == false);
9839
9840
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9841
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9842
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9843
0
    if (owner_data->OwnerCurr != owner_id)
9844
0
    {
9845
0
        if (owner_data->LockThisFrame)
9846
0
            return false;
9847
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9848
0
            return false;
9849
0
    }
9850
9851
0
    return true;
9852
0
}
9853
9854
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9855
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9856
// - SetKeyOwner(..., None)              : clears owner
9857
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9858
// - SetKeyOwner(..., Any or None, Lock) : set lock
9859
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9860
0
{
9861
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9862
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9863
9864
0
    ImGuiContext& g = *GImGui;
9865
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9866
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9867
9868
    // We cannot lock by default as it would likely break lots of legacy code.
9869
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9870
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9871
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9872
0
}
9873
9874
// Rarely used helper
9875
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9876
0
{
9877
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9878
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9879
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9880
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9881
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9882
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9883
0
}
9884
9885
// This is more or less equivalent to:
9886
//   if (IsItemHovered() || IsItemActive())
9887
//       SetKeyOwner(key, GetItemID());
9888
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9889
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9890
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9891
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9892
0
{
9893
0
    ImGuiContext& g = *GImGui;
9894
0
    ImGuiID id = g.LastItemData.ID;
9895
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9896
0
        return;
9897
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9898
0
        flags |= ImGuiInputFlags_CondDefault_;
9899
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9900
0
    {
9901
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9902
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9903
0
    }
9904
0
}
9905
9906
// This is the only public API until we expose owner_id versions of the API as replacements.
9907
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord)
9908
0
{
9909
0
    return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None);
9910
0
}
9911
9912
// This is equivalent to comparing KeyMods + doing a IsKeyPressed()
9913
bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9914
0
{
9915
0
    ImGuiContext& g = *GImGui;
9916
0
    if (key_chord & ImGuiMod_Shortcut)
9917
0
        key_chord = ConvertShortcutMod(key_chord);
9918
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9919
0
    if (g.IO.KeyMods != mods)
9920
0
        return false;
9921
9922
    // Special storage location for mods
9923
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9924
0
    if (key == ImGuiKey_None)
9925
0
        key = ConvertSingleModFlagToKey(&g, mods);
9926
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9927
0
        return false;
9928
0
    return true;
9929
0
}
9930
9931
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9932
0
{
9933
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9934
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9935
0
        flags |= ImGuiInputFlags_RouteFocused;
9936
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9937
0
        return false;
9938
9939
0
    if (!IsKeyChordPressed(key_chord, owner_id, flags))
9940
0
        return false;
9941
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9942
0
    return true;
9943
0
}
9944
9945
9946
//-----------------------------------------------------------------------------
9947
// [SECTION] ERROR CHECKING
9948
//-----------------------------------------------------------------------------
9949
9950
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9951
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9952
// If this triggers you have an issue:
9953
// - Most commonly: mismatched headers and compiled code version.
9954
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9955
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9956
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9957
//   Otherwise it is possible that different compilation units would see different structure layout
9958
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9959
0
{
9960
0
    bool error = false;
9961
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9962
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9963
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9964
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9965
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9966
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9967
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9968
0
    return !error;
9969
0
}
9970
9971
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9972
// This is causing issues and ambiguity and we need to retire that.
9973
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9974
// [Scenario 1]
9975
//  Previously this would make the window content size ~200x200:
9976
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9977
//  Instead, please submit an item:
9978
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9979
//  Alternative:
9980
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9981
// [Scenario 2]
9982
//  For reference this is one of the issue what we aim to fix with this change:
9983
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9984
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9985
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9986
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9987
0
{
9988
0
    ImGuiContext& g = *GImGui;
9989
0
    ImGuiWindow* window = g.CurrentWindow;
9990
0
    IM_ASSERT(window->DC.IsSetPos);
9991
0
    window->DC.IsSetPos = false;
9992
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9993
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9994
0
        return;
9995
0
    if (window->SkipItems)
9996
0
        return;
9997
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9998
#else
9999
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10000
#endif
10001
0
}
10002
10003
static void ImGui::ErrorCheckNewFrameSanityChecks()
10004
0
{
10005
0
    ImGuiContext& g = *GImGui;
10006
10007
    // Check user IM_ASSERT macro
10008
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
10009
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
10010
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
10011
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
10012
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
10013
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
10014
10015
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
10016
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
10017
#ifdef __EMSCRIPTEN__
10018
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
10019
        g.IO.DeltaTime = 0.00001f;
10020
#endif
10021
10022
    // Check user data
10023
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
10024
0
    IM_ASSERT(g.Initialized);
10025
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
10026
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
10027
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
10028
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
10029
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
10030
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
10031
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
10032
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
10033
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
10034
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
10035
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
10036
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
10037
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
10038
10039
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
10040
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
10041
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
10042
#endif
10043
10044
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
10045
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
10046
0
        g.IO.ConfigWindowsResizeFromEdges = false;
10047
10048
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
10049
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
10050
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10051
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
10052
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
10053
10054
    // Perform simple checks: multi-viewport and platform windows support
10055
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
10056
0
    {
10057
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
10058
0
        {
10059
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
10060
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
10061
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
10062
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
10063
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
10064
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
10065
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
10066
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
10067
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
10068
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
10069
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
10070
0
        }
10071
0
        else
10072
0
        {
10073
            // Disable feature, our backends do not support it
10074
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
10075
0
        }
10076
10077
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
10078
0
        for (ImGuiPlatformMonitor& mon : g.PlatformIO.Monitors)
10079
0
        {
10080
0
            IM_UNUSED(mon);
10081
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
10082
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
10083
0
            IM_ASSERT(mon.DpiScale != 0.0f);
10084
0
        }
10085
0
    }
10086
0
}
10087
10088
static void ImGui::ErrorCheckEndFrameSanityChecks()
10089
0
{
10090
0
    ImGuiContext& g = *GImGui;
10091
10092
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
10093
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
10094
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
10095
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
10096
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
10097
    // while still correctly asserting on mid-frame key press events.
10098
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
10099
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
10100
0
    IM_UNUSED(key_mods);
10101
10102
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
10103
    //ErrorCheckEndFrameRecover();
10104
10105
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
10106
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
10107
0
    if (g.CurrentWindowStack.Size != 1)
10108
0
    {
10109
0
        if (g.CurrentWindowStack.Size > 1)
10110
0
        {
10111
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
10112
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
10113
0
            IM_UNUSED(window);
10114
0
            while (g.CurrentWindowStack.Size > 1)
10115
0
                End();
10116
0
        }
10117
0
        else
10118
0
        {
10119
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
10120
0
        }
10121
0
    }
10122
10123
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
10124
0
}
10125
10126
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
10127
// Must be called during or before EndFrame().
10128
// This is generally flawed as we are not necessarily End/Popping things in the right order.
10129
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
10130
// FIXME: Can't recover from interleaved BeginTabBar/Begin
10131
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10132
0
{
10133
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
10134
0
    ImGuiContext& g = *GImGui;
10135
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
10136
0
    {
10137
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
10138
0
        ImGuiWindow* window = g.CurrentWindow;
10139
0
        if (g.CurrentWindowStack.Size == 1)
10140
0
        {
10141
0
            IM_ASSERT(window->IsFallbackWindow);
10142
0
            break;
10143
0
        }
10144
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
10145
0
        {
10146
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
10147
0
            EndChild();
10148
0
        }
10149
0
        else
10150
0
        {
10151
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
10152
0
            End();
10153
0
        }
10154
0
    }
10155
0
}
10156
10157
// Must be called before End()/EndChild()
10158
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
10159
0
{
10160
0
    ImGuiContext& g = *GImGui;
10161
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
10162
0
    {
10163
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
10164
0
        EndTable();
10165
0
    }
10166
10167
0
    ImGuiWindow* window = g.CurrentWindow;
10168
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
10169
0
    IM_ASSERT(window != NULL);
10170
0
    while (g.CurrentTabBar != NULL) //-V1044
10171
0
    {
10172
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
10173
0
        EndTabBar();
10174
0
    }
10175
0
    while (window->DC.TreeDepth > 0)
10176
0
    {
10177
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
10178
0
        TreePop();
10179
0
    }
10180
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
10181
0
    {
10182
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
10183
0
        EndGroup();
10184
0
    }
10185
0
    while (window->IDStack.Size > 1)
10186
0
    {
10187
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
10188
0
        PopID();
10189
0
    }
10190
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
10191
0
    {
10192
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
10193
0
        EndDisabled();
10194
0
    }
10195
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
10196
0
    {
10197
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
10198
0
        PopStyleColor();
10199
0
    }
10200
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
10201
0
    {
10202
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
10203
0
        PopItemFlag();
10204
0
    }
10205
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
10206
0
    {
10207
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
10208
0
        PopStyleVar();
10209
0
    }
10210
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
10211
0
    {
10212
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
10213
0
        PopFont();
10214
0
    }
10215
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
10216
0
    {
10217
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
10218
0
        PopFocusScope();
10219
0
    }
10220
0
}
10221
10222
// Save current stack sizes for later compare
10223
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
10224
0
{
10225
0
    ImGuiContext& g = *ctx;
10226
0
    ImGuiWindow* window = g.CurrentWindow;
10227
0
    SizeOfIDStack = (short)window->IDStack.Size;
10228
0
    SizeOfColorStack = (short)g.ColorStack.Size;
10229
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
10230
0
    SizeOfFontStack = (short)g.FontStack.Size;
10231
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
10232
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
10233
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
10234
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
10235
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
10236
0
}
10237
10238
// Compare to detect usage errors
10239
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
10240
0
{
10241
0
    ImGuiContext& g = *ctx;
10242
0
    ImGuiWindow* window = g.CurrentWindow;
10243
0
    IM_UNUSED(window);
10244
10245
    // Window stacks
10246
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
10247
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
10248
10249
    // Global stacks
10250
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
10251
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
10252
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
10253
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
10254
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
10255
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
10256
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
10257
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
10258
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
10259
0
}
10260
10261
10262
//-----------------------------------------------------------------------------
10263
// [SECTION] LAYOUT
10264
//-----------------------------------------------------------------------------
10265
// - ItemSize()
10266
// - ItemAdd()
10267
// - SameLine()
10268
// - GetCursorScreenPos()
10269
// - SetCursorScreenPos()
10270
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
10271
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
10272
// - GetCursorStartPos()
10273
// - Indent()
10274
// - Unindent()
10275
// - SetNextItemWidth()
10276
// - PushItemWidth()
10277
// - PushMultiItemsWidths()
10278
// - PopItemWidth()
10279
// - CalcItemWidth()
10280
// - CalcItemSize()
10281
// - GetTextLineHeight()
10282
// - GetTextLineHeightWithSpacing()
10283
// - GetFrameHeight()
10284
// - GetFrameHeightWithSpacing()
10285
// - GetContentRegionMax()
10286
// - GetContentRegionMaxAbs() [Internal]
10287
// - GetContentRegionAvail(),
10288
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
10289
// - BeginGroup()
10290
// - EndGroup()
10291
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
10292
//-----------------------------------------------------------------------------
10293
10294
// Advance cursor given item size for layout.
10295
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
10296
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
10297
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
10298
0
{
10299
0
    ImGuiContext& g = *GImGui;
10300
0
    ImGuiWindow* window = g.CurrentWindow;
10301
0
    if (window->SkipItems)
10302
0
        return;
10303
10304
    // We increase the height in this function to accommodate for baseline offset.
10305
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
10306
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
10307
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
10308
10309
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
10310
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
10311
10312
    // Always align ourselves on pixel boundaries
10313
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
10314
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
10315
0
    window->DC.CursorPosPrevLine.y = line_y1;
10316
0
    window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
10317
0
    window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
10318
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
10319
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
10320
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
10321
10322
0
    window->DC.PrevLineSize.y = line_height;
10323
0
    window->DC.CurrLineSize.y = 0.0f;
10324
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
10325
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
10326
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
10327
10328
    // Horizontal layout mode
10329
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
10330
0
        SameLine();
10331
0
}
10332
10333
// Declare item bounding box for clipping and interaction.
10334
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
10335
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
10336
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
10337
0
{
10338
0
    ImGuiContext& g = *GImGui;
10339
0
    ImGuiWindow* window = g.CurrentWindow;
10340
10341
    // Set item data
10342
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
10343
0
    g.LastItemData.ID = id;
10344
0
    g.LastItemData.Rect = bb;
10345
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
10346
0
    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;
10347
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
10348
    // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared.
10349
10350
    // Directional navigation processing
10351
0
    if (id != 0)
10352
0
    {
10353
0
        KeepAliveID(id);
10354
10355
        // Runs prior to clipping early-out
10356
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10357
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10358
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10359
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10360
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10361
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10362
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10363
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10364
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10365
0
        {
10366
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10367
0
            if (g.NavId == id || g.NavAnyRequest)
10368
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10369
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10370
0
                        NavProcessItem();
10371
0
        }
10372
10373
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10374
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10375
        // READ THE FAQ: https://dearimgui.com/faq
10376
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10377
0
    }
10378
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10379
0
    g.NextItemData.ItemFlags = ImGuiItemFlags_None;
10380
10381
#ifdef IMGUI_ENABLE_TEST_ENGINE
10382
    if (id != 0)
10383
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10384
#endif
10385
10386
    // Clipping test
10387
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10388
    //const bool is_clipped = IsClippedEx(bb, id);
10389
    //if (is_clipped)
10390
    //    return false;
10391
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10392
0
    if (!is_rect_visible)
10393
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10394
0
            if (!g.LogEnabled)
10395
0
                return false;
10396
10397
    // [DEBUG]
10398
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10399
0
    if (id != 0 && id == g.DebugLocateId)
10400
0
        DebugLocateItemResolveWithLastItem();
10401
0
#endif
10402
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10403
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10404
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10405
10406
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10407
0
    if (is_rect_visible)
10408
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10409
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10410
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10411
0
    return true;
10412
0
}
10413
10414
// Gets back to previous line and continue with horizontal layout
10415
//      offset_from_start_x == 0 : follow right after previous item
10416
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10417
//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0
10418
//      spacing_w >= 0           : enforce spacing amount
10419
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10420
0
{
10421
0
    ImGuiContext& g = *GImGui;
10422
0
    ImGuiWindow* window = g.CurrentWindow;
10423
0
    if (window->SkipItems)
10424
0
        return;
10425
10426
0
    if (offset_from_start_x != 0.0f)
10427
0
    {
10428
0
        if (spacing_w < 0.0f)
10429
0
            spacing_w = 0.0f;
10430
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10431
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10432
0
    }
10433
0
    else
10434
0
    {
10435
0
        if (spacing_w < 0.0f)
10436
0
            spacing_w = g.Style.ItemSpacing.x;
10437
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10438
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10439
0
    }
10440
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10441
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10442
0
    window->DC.IsSameLine = true;
10443
0
}
10444
10445
ImVec2 ImGui::GetCursorScreenPos()
10446
0
{
10447
0
    ImGuiWindow* window = GetCurrentWindowRead();
10448
0
    return window->DC.CursorPos;
10449
0
}
10450
10451
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10452
0
{
10453
0
    ImGuiWindow* window = GetCurrentWindow();
10454
0
    window->DC.CursorPos = pos;
10455
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10456
0
    window->DC.IsSetPos = true;
10457
0
}
10458
10459
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10460
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10461
ImVec2 ImGui::GetCursorPos()
10462
0
{
10463
0
    ImGuiWindow* window = GetCurrentWindowRead();
10464
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10465
0
}
10466
10467
float ImGui::GetCursorPosX()
10468
0
{
10469
0
    ImGuiWindow* window = GetCurrentWindowRead();
10470
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10471
0
}
10472
10473
float ImGui::GetCursorPosY()
10474
0
{
10475
0
    ImGuiWindow* window = GetCurrentWindowRead();
10476
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10477
0
}
10478
10479
void ImGui::SetCursorPos(const ImVec2& local_pos)
10480
0
{
10481
0
    ImGuiWindow* window = GetCurrentWindow();
10482
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10483
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10484
0
    window->DC.IsSetPos = true;
10485
0
}
10486
10487
void ImGui::SetCursorPosX(float x)
10488
0
{
10489
0
    ImGuiWindow* window = GetCurrentWindow();
10490
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10491
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10492
0
    window->DC.IsSetPos = true;
10493
0
}
10494
10495
void ImGui::SetCursorPosY(float y)
10496
0
{
10497
0
    ImGuiWindow* window = GetCurrentWindow();
10498
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10499
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10500
0
    window->DC.IsSetPos = true;
10501
0
}
10502
10503
ImVec2 ImGui::GetCursorStartPos()
10504
0
{
10505
0
    ImGuiWindow* window = GetCurrentWindowRead();
10506
0
    return window->DC.CursorStartPos - window->Pos;
10507
0
}
10508
10509
void ImGui::Indent(float indent_w)
10510
0
{
10511
0
    ImGuiContext& g = *GImGui;
10512
0
    ImGuiWindow* window = GetCurrentWindow();
10513
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10514
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10515
0
}
10516
10517
void ImGui::Unindent(float indent_w)
10518
0
{
10519
0
    ImGuiContext& g = *GImGui;
10520
0
    ImGuiWindow* window = GetCurrentWindow();
10521
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10522
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10523
0
}
10524
10525
// Affect large frame+labels widgets only.
10526
void ImGui::SetNextItemWidth(float item_width)
10527
0
{
10528
0
    ImGuiContext& g = *GImGui;
10529
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10530
0
    g.NextItemData.Width = item_width;
10531
0
}
10532
10533
// FIXME: Remove the == 0.0f behavior?
10534
void ImGui::PushItemWidth(float item_width)
10535
0
{
10536
0
    ImGuiContext& g = *GImGui;
10537
0
    ImGuiWindow* window = g.CurrentWindow;
10538
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10539
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10540
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10541
0
}
10542
10543
void ImGui::PushMultiItemsWidths(int components, float w_full)
10544
0
{
10545
0
    ImGuiContext& g = *GImGui;
10546
0
    ImGuiWindow* window = g.CurrentWindow;
10547
0
    const ImGuiStyle& style = g.Style;
10548
0
    const float w_item_one  = ImMax(1.0f, IM_TRUNC((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10549
0
    const float w_item_last = ImMax(1.0f, IM_TRUNC(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10550
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10551
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10552
0
    for (int i = 0; i < components - 2; i++)
10553
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10554
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10555
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10556
0
}
10557
10558
void ImGui::PopItemWidth()
10559
0
{
10560
0
    ImGuiWindow* window = GetCurrentWindow();
10561
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10562
0
    window->DC.ItemWidthStack.pop_back();
10563
0
}
10564
10565
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10566
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10567
float ImGui::CalcItemWidth()
10568
0
{
10569
0
    ImGuiContext& g = *GImGui;
10570
0
    ImGuiWindow* window = g.CurrentWindow;
10571
0
    float w;
10572
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10573
0
        w = g.NextItemData.Width;
10574
0
    else
10575
0
        w = window->DC.ItemWidth;
10576
0
    if (w < 0.0f)
10577
0
    {
10578
0
        float region_max_x = GetContentRegionMaxAbs().x;
10579
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10580
0
    }
10581
0
    w = IM_TRUNC(w);
10582
0
    return w;
10583
0
}
10584
10585
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10586
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10587
// Note that only CalcItemWidth() is publicly exposed.
10588
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10589
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10590
0
{
10591
0
    ImGuiContext& g = *GImGui;
10592
0
    ImGuiWindow* window = g.CurrentWindow;
10593
10594
0
    ImVec2 region_max;
10595
0
    if (size.x < 0.0f || size.y < 0.0f)
10596
0
        region_max = GetContentRegionMaxAbs();
10597
10598
0
    if (size.x == 0.0f)
10599
0
        size.x = default_w;
10600
0
    else if (size.x < 0.0f)
10601
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10602
10603
0
    if (size.y == 0.0f)
10604
0
        size.y = default_h;
10605
0
    else if (size.y < 0.0f)
10606
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10607
10608
0
    return size;
10609
0
}
10610
10611
float ImGui::GetTextLineHeight()
10612
0
{
10613
0
    ImGuiContext& g = *GImGui;
10614
0
    return g.FontSize;
10615
0
}
10616
10617
float ImGui::GetTextLineHeightWithSpacing()
10618
0
{
10619
0
    ImGuiContext& g = *GImGui;
10620
0
    return g.FontSize + g.Style.ItemSpacing.y;
10621
0
}
10622
10623
float ImGui::GetFrameHeight()
10624
0
{
10625
0
    ImGuiContext& g = *GImGui;
10626
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10627
0
}
10628
10629
float ImGui::GetFrameHeightWithSpacing()
10630
0
{
10631
0
    ImGuiContext& g = *GImGui;
10632
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10633
0
}
10634
10635
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10636
10637
// FIXME: This is in window space (not screen space!).
10638
ImVec2 ImGui::GetContentRegionMax()
10639
0
{
10640
0
    ImGuiContext& g = *GImGui;
10641
0
    ImGuiWindow* window = g.CurrentWindow;
10642
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10643
0
    return mx - window->Pos;
10644
0
}
10645
10646
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10647
ImVec2 ImGui::GetContentRegionMaxAbs()
10648
0
{
10649
0
    ImGuiContext& g = *GImGui;
10650
0
    ImGuiWindow* window = g.CurrentWindow;
10651
0
    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;
10652
0
    return mx;
10653
0
}
10654
10655
ImVec2 ImGui::GetContentRegionAvail()
10656
0
{
10657
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10658
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10659
0
}
10660
10661
// In window space (not screen space!)
10662
ImVec2 ImGui::GetWindowContentRegionMin()
10663
0
{
10664
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10665
0
    return window->ContentRegionRect.Min - window->Pos;
10666
0
}
10667
10668
ImVec2 ImGui::GetWindowContentRegionMax()
10669
0
{
10670
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10671
0
    return window->ContentRegionRect.Max - window->Pos;
10672
0
}
10673
10674
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10675
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10676
// FIXME-OPT: Could we safely early out on ->SkipItems?
10677
void ImGui::BeginGroup()
10678
0
{
10679
0
    ImGuiContext& g = *GImGui;
10680
0
    ImGuiWindow* window = g.CurrentWindow;
10681
10682
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10683
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10684
0
    group_data.WindowID = window->ID;
10685
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10686
0
    group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;
10687
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10688
0
    group_data.BackupIndent = window->DC.Indent;
10689
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10690
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10691
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10692
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10693
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10694
0
    group_data.BackupIsSameLine = window->DC.IsSameLine;
10695
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10696
0
    group_data.EmitItem = true;
10697
10698
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10699
0
    window->DC.Indent = window->DC.GroupOffset;
10700
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10701
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10702
0
    if (g.LogEnabled)
10703
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10704
0
}
10705
10706
void ImGui::EndGroup()
10707
0
{
10708
0
    ImGuiContext& g = *GImGui;
10709
0
    ImGuiWindow* window = g.CurrentWindow;
10710
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10711
10712
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10713
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10714
10715
0
    if (window->DC.IsSetPos)
10716
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10717
10718
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10719
10720
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10721
0
    window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine;
10722
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10723
0
    window->DC.Indent = group_data.BackupIndent;
10724
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10725
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10726
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10727
0
    window->DC.IsSameLine = group_data.BackupIsSameLine;
10728
0
    if (g.LogEnabled)
10729
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10730
10731
0
    if (!group_data.EmitItem)
10732
0
    {
10733
0
        g.GroupStack.pop_back();
10734
0
        return;
10735
0
    }
10736
10737
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10738
0
    ItemSize(group_bb.GetSize());
10739
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10740
10741
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10742
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10743
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10744
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10745
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10746
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10747
0
    if (group_contains_curr_active_id)
10748
0
        g.LastItemData.ID = g.ActiveId;
10749
0
    else if (group_contains_prev_active_id)
10750
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10751
0
    g.LastItemData.Rect = group_bb;
10752
10753
    // Forward Hovered flag
10754
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10755
0
    if (group_contains_curr_hovered_id)
10756
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10757
10758
    // Forward Edited flag
10759
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10760
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10761
10762
    // Forward Deactivated flag
10763
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10764
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10765
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10766
10767
0
    g.GroupStack.pop_back();
10768
0
    if (g.DebugShowGroupRects)
10769
0
        window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10770
0
}
10771
10772
10773
//-----------------------------------------------------------------------------
10774
// [SECTION] SCROLLING
10775
//-----------------------------------------------------------------------------
10776
10777
// Helper to snap on edges when aiming at an item very close to the edge,
10778
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10779
// When we refactor the scrolling API this may be configurable with a flag?
10780
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10781
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10782
0
{
10783
0
    if (target <= snap_min + snap_threshold)
10784
0
        return ImLerp(snap_min, target, center_ratio);
10785
0
    if (target >= snap_max - snap_threshold)
10786
0
        return ImLerp(target, snap_max, center_ratio);
10787
0
    return target;
10788
0
}
10789
10790
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10791
0
{
10792
0
    ImVec2 scroll = window->Scroll;
10793
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10794
0
    for (int axis = 0; axis < 2; axis++)
10795
0
    {
10796
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10797
0
        {
10798
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10799
0
            float scroll_target = window->ScrollTarget[axis];
10800
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10801
0
            {
10802
0
                float snap_min = 0.0f;
10803
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10804
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10805
0
            }
10806
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10807
0
        }
10808
0
        scroll[axis] = IM_TRUNC(ImMax(scroll[axis], 0.0f));
10809
0
        if (!window->Collapsed && !window->SkipItems)
10810
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10811
0
    }
10812
0
    return scroll;
10813
0
}
10814
10815
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10816
0
{
10817
0
    ImGuiContext& g = *GImGui;
10818
0
    ImGuiWindow* window = g.CurrentWindow;
10819
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10820
0
}
10821
10822
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10823
0
{
10824
0
    ScrollToRectEx(window, item_rect, flags);
10825
0
}
10826
10827
// Scroll to keep newly navigated item fully into view
10828
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10829
0
{
10830
0
    ImGuiContext& g = *GImGui;
10831
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10832
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10833
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10834
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10835
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10836
10837
    // Check that only one behavior is selected per axis
10838
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10839
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10840
10841
    // Defaults
10842
0
    ImGuiScrollFlags in_flags = flags;
10843
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10844
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10845
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10846
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10847
10848
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10849
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10850
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10851
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10852
10853
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10854
0
    {
10855
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10856
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10857
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10858
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10859
0
    }
10860
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10861
0
    {
10862
0
        if (can_be_fully_visible_x)
10863
0
            SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10864
0
        else
10865
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10866
0
    }
10867
10868
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10869
0
    {
10870
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10871
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10872
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10873
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10874
0
    }
10875
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10876
0
    {
10877
0
        if (can_be_fully_visible_y)
10878
0
            SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10879
0
        else
10880
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10881
0
    }
10882
10883
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10884
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10885
10886
    // Also scroll parent window to keep us into view if necessary
10887
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10888
0
    {
10889
        // FIXME-SCROLL: May be an option?
10890
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10891
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10892
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10893
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10894
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10895
0
    }
10896
10897
0
    return delta_scroll;
10898
0
}
10899
10900
float ImGui::GetScrollX()
10901
0
{
10902
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10903
0
    return window->Scroll.x;
10904
0
}
10905
10906
float ImGui::GetScrollY()
10907
0
{
10908
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10909
0
    return window->Scroll.y;
10910
0
}
10911
10912
float ImGui::GetScrollMaxX()
10913
0
{
10914
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10915
0
    return window->ScrollMax.x;
10916
0
}
10917
10918
float ImGui::GetScrollMaxY()
10919
0
{
10920
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10921
0
    return window->ScrollMax.y;
10922
0
}
10923
10924
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10925
0
{
10926
0
    window->ScrollTarget.x = scroll_x;
10927
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10928
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10929
0
}
10930
10931
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10932
0
{
10933
0
    window->ScrollTarget.y = scroll_y;
10934
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10935
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10936
0
}
10937
10938
void ImGui::SetScrollX(float scroll_x)
10939
0
{
10940
0
    ImGuiContext& g = *GImGui;
10941
0
    SetScrollX(g.CurrentWindow, scroll_x);
10942
0
}
10943
10944
void ImGui::SetScrollY(float scroll_y)
10945
0
{
10946
0
    ImGuiContext& g = *GImGui;
10947
0
    SetScrollY(g.CurrentWindow, scroll_y);
10948
0
}
10949
10950
// Note that a local position will vary depending on initial scroll value,
10951
// This is a little bit confusing so bear with us:
10952
//  - local_pos = (absolution_pos - window->Pos)
10953
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10954
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10955
//  - They mostly exist because of legacy API.
10956
// Following the rules above, when trying to work with scrolling code, consider that:
10957
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10958
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10959
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10960
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10961
0
{
10962
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10963
0
    window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10964
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10965
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10966
0
}
10967
10968
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10969
0
{
10970
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10971
0
    window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10972
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10973
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10974
0
}
10975
10976
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10977
0
{
10978
0
    ImGuiContext& g = *GImGui;
10979
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10980
0
}
10981
10982
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10983
0
{
10984
0
    ImGuiContext& g = *GImGui;
10985
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10986
0
}
10987
10988
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10989
void ImGui::SetScrollHereX(float center_x_ratio)
10990
0
{
10991
0
    ImGuiContext& g = *GImGui;
10992
0
    ImGuiWindow* window = g.CurrentWindow;
10993
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10994
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10995
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10996
10997
    // Tweak: snap on edges when aiming at an item very close to the edge
10998
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10999
0
}
11000
11001
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
11002
void ImGui::SetScrollHereY(float center_y_ratio)
11003
0
{
11004
0
    ImGuiContext& g = *GImGui;
11005
0
    ImGuiWindow* window = g.CurrentWindow;
11006
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
11007
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
11008
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
11009
11010
    // Tweak: snap on edges when aiming at an item very close to the edge
11011
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
11012
0
}
11013
11014
//-----------------------------------------------------------------------------
11015
// [SECTION] TOOLTIPS
11016
//-----------------------------------------------------------------------------
11017
11018
bool ImGui::BeginTooltip()
11019
0
{
11020
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11021
0
}
11022
11023
bool ImGui::BeginItemTooltip()
11024
0
{
11025
0
    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11026
0
        return false;
11027
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
11028
0
}
11029
11030
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
11031
0
{
11032
0
    ImGuiContext& g = *GImGui;
11033
11034
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
11035
0
    {
11036
        // Drag and Drop tooltips are positioning differently than other tooltips:
11037
        // - offset visibility to increase visibility around mouse.
11038
        // - never clamp within outer viewport boundary.
11039
        // We call SetNextWindowPos() to enforce position and disable clamping.
11040
        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).
11041
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
11042
0
        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;
11043
0
        SetNextWindowPos(tooltip_pos);
11044
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
11045
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
11046
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;
11047
0
    }
11048
11049
0
    char window_name[16];
11050
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
11051
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)
11052
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
11053
0
            if (window->Active)
11054
0
            {
11055
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
11056
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
11057
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
11058
0
            }
11059
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
11060
0
    Begin(window_name, NULL, flags | extra_window_flags);
11061
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
11062
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
11063
    //if (!ret)
11064
    //    End();
11065
    //return ret;
11066
0
    return true;
11067
0
}
11068
11069
void ImGui::EndTooltip()
11070
0
{
11071
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
11072
0
    End();
11073
0
}
11074
11075
void ImGui::SetTooltip(const char* fmt, ...)
11076
0
{
11077
0
    va_list args;
11078
0
    va_start(args, fmt);
11079
0
    SetTooltipV(fmt, args);
11080
0
    va_end(args);
11081
0
}
11082
11083
void ImGui::SetTooltipV(const char* fmt, va_list args)
11084
0
{
11085
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))
11086
0
        return;
11087
0
    TextV(fmt, args);
11088
0
    EndTooltip();
11089
0
}
11090
11091
// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.
11092
// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.
11093
void ImGui::SetItemTooltip(const char* fmt, ...)
11094
0
{
11095
0
    va_list args;
11096
0
    va_start(args, fmt);
11097
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11098
0
        SetTooltipV(fmt, args);
11099
0
    va_end(args);
11100
0
}
11101
11102
void ImGui::SetItemTooltipV(const char* fmt, va_list args)
11103
0
{
11104
0
    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))
11105
0
        SetTooltipV(fmt, args);
11106
0
}
11107
11108
11109
//-----------------------------------------------------------------------------
11110
// [SECTION] POPUPS
11111
//-----------------------------------------------------------------------------
11112
11113
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
11114
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
11115
0
{
11116
0
    ImGuiContext& g = *GImGui;
11117
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
11118
0
    {
11119
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
11120
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
11121
0
        IM_ASSERT(id == 0);
11122
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11123
0
            return g.OpenPopupStack.Size > 0;
11124
0
        else
11125
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
11126
0
    }
11127
0
    else
11128
0
    {
11129
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
11130
0
        {
11131
            // Return true if the popup is open anywhere in the popup stack
11132
0
            for (ImGuiPopupData& popup_data : g.OpenPopupStack)
11133
0
                if (popup_data.PopupId == id)
11134
0
                    return true;
11135
0
            return false;
11136
0
        }
11137
0
        else
11138
0
        {
11139
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
11140
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
11141
0
        }
11142
0
    }
11143
0
}
11144
11145
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
11146
0
{
11147
0
    ImGuiContext& g = *GImGui;
11148
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
11149
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
11150
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
11151
0
    return IsPopupOpen(id, popup_flags);
11152
0
}
11153
11154
// Also see FindBlockingModal(NULL)
11155
ImGuiWindow* ImGui::GetTopMostPopupModal()
11156
0
{
11157
0
    ImGuiContext& g = *GImGui;
11158
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11159
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11160
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
11161
0
                return popup;
11162
0
    return NULL;
11163
0
}
11164
11165
// See Demo->Stacked Modal to confirm what this is for.
11166
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
11167
0
{
11168
0
    ImGuiContext& g = *GImGui;
11169
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
11170
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
11171
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
11172
0
                return popup;
11173
0
    return NULL;
11174
0
}
11175
11176
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
11177
0
{
11178
0
    ImGuiContext& g = *GImGui;
11179
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11180
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
11181
0
    OpenPopupEx(id, popup_flags);
11182
0
}
11183
11184
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
11185
0
{
11186
0
    OpenPopupEx(id, popup_flags);
11187
0
}
11188
11189
// Mark popup as open (toggle toward open state).
11190
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
11191
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
11192
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
11193
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
11194
0
{
11195
0
    ImGuiContext& g = *GImGui;
11196
0
    ImGuiWindow* parent_window = g.CurrentWindow;
11197
0
    const int current_stack_size = g.BeginPopupStack.Size;
11198
11199
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
11200
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
11201
0
            return;
11202
11203
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
11204
0
    popup_ref.PopupId = id;
11205
0
    popup_ref.Window = NULL;
11206
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
11207
0
    popup_ref.OpenFrameCount = g.FrameCount;
11208
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
11209
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
11210
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
11211
11212
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
11213
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
11214
0
    {
11215
0
        g.OpenPopupStack.push_back(popup_ref);
11216
0
    }
11217
0
    else
11218
0
    {
11219
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
11220
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
11221
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
11222
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
11223
0
        {
11224
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
11225
0
        }
11226
0
        else
11227
0
        {
11228
            // Close child popups if any, then flag popup for open/reopen
11229
0
            ClosePopupToLevel(current_stack_size, false);
11230
0
            g.OpenPopupStack.push_back(popup_ref);
11231
0
        }
11232
11233
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
11234
        // This is equivalent to what ClosePopupToLevel() does.
11235
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
11236
        //    FocusWindow(parent_window);
11237
0
    }
11238
0
}
11239
11240
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
11241
// This function closes any popups that are over 'ref_window'.
11242
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
11243
0
{
11244
0
    ImGuiContext& g = *GImGui;
11245
0
    if (g.OpenPopupStack.Size == 0)
11246
0
        return;
11247
11248
    // Don't close our own child popup windows.
11249
0
    int popup_count_to_keep = 0;
11250
0
    if (ref_window)
11251
0
    {
11252
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
11253
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
11254
0
        {
11255
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
11256
0
            if (!popup.Window)
11257
0
                continue;
11258
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
11259
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
11260
0
                continue;
11261
11262
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
11263
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
11264
            //     Window -> Popup1 -> Popup2 -> Popup3
11265
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
11266
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
11267
0
            bool ref_window_is_descendent_of_popup = false;
11268
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
11269
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
11270
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
11271
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
11272
0
                    {
11273
0
                        ref_window_is_descendent_of_popup = true;
11274
0
                        break;
11275
0
                    }
11276
0
            if (!ref_window_is_descendent_of_popup)
11277
0
                break;
11278
0
        }
11279
0
    }
11280
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11281
0
    {
11282
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
11283
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
11284
0
    }
11285
0
}
11286
11287
void ImGui::ClosePopupsExceptModals()
11288
0
{
11289
0
    ImGuiContext& g = *GImGui;
11290
11291
0
    int popup_count_to_keep;
11292
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
11293
0
    {
11294
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
11295
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
11296
0
            break;
11297
0
    }
11298
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
11299
0
        ClosePopupToLevel(popup_count_to_keep, true);
11300
0
}
11301
11302
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
11303
0
{
11304
0
    ImGuiContext& g = *GImGui;
11305
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
11306
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
11307
11308
    // Trim open popup stack
11309
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
11310
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
11311
0
    g.OpenPopupStack.resize(remaining);
11312
11313
0
    if (restore_focus_to_window_under_popup)
11314
0
    {
11315
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
11316
0
        if (focus_window && !focus_window->WasActive && popup_window)
11317
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
11318
0
        else
11319
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
11320
0
    }
11321
0
}
11322
11323
// Close the popup we have begin-ed into.
11324
void ImGui::CloseCurrentPopup()
11325
0
{
11326
0
    ImGuiContext& g = *GImGui;
11327
0
    int popup_idx = g.BeginPopupStack.Size - 1;
11328
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
11329
0
        return;
11330
11331
    // Closing a menu closes its top-most parent popup (unless a modal)
11332
0
    while (popup_idx > 0)
11333
0
    {
11334
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
11335
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
11336
0
        bool close_parent = false;
11337
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
11338
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
11339
0
                close_parent = true;
11340
0
        if (!close_parent)
11341
0
            break;
11342
0
        popup_idx--;
11343
0
    }
11344
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
11345
0
    ClosePopupToLevel(popup_idx, true);
11346
11347
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
11348
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
11349
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
11350
0
    if (ImGuiWindow* window = g.NavWindow)
11351
0
        window->DC.NavHideHighlightOneFrame = true;
11352
0
}
11353
11354
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
11355
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
11356
0
{
11357
0
    ImGuiContext& g = *GImGui;
11358
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11359
0
    {
11360
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11361
0
        return false;
11362
0
    }
11363
11364
0
    char name[20];
11365
0
    if (flags & ImGuiWindowFlags_ChildMenu)
11366
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
11367
0
    else
11368
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
11369
11370
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
11371
0
    bool is_open = Begin(name, NULL, flags);
11372
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
11373
0
        EndPopup();
11374
11375
0
    return is_open;
11376
0
}
11377
11378
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
11379
0
{
11380
0
    ImGuiContext& g = *GImGui;
11381
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11382
0
    {
11383
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11384
0
        return false;
11385
0
    }
11386
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11387
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11388
0
    return BeginPopupEx(id, flags);
11389
0
}
11390
11391
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11392
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup).
11393
// - *p_open set back to false in BeginPopupModal() when popup is not open.
11394
// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup.
11395
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11396
0
{
11397
0
    ImGuiContext& g = *GImGui;
11398
0
    ImGuiWindow* window = g.CurrentWindow;
11399
0
    const ImGuiID id = window->GetID(name);
11400
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11401
0
    {
11402
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11403
0
        if (p_open && *p_open)
11404
0
            *p_open = false;
11405
0
        return false;
11406
0
    }
11407
11408
    // Center modal windows by default for increased visibility
11409
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11410
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11411
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11412
0
    {
11413
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11414
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11415
0
    }
11416
11417
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11418
0
    const bool is_open = Begin(name, p_open, flags);
11419
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11420
0
    {
11421
0
        EndPopup();
11422
0
        if (is_open)
11423
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11424
0
        return false;
11425
0
    }
11426
0
    return is_open;
11427
0
}
11428
11429
void ImGui::EndPopup()
11430
0
{
11431
0
    ImGuiContext& g = *GImGui;
11432
0
    ImGuiWindow* window = g.CurrentWindow;
11433
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11434
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11435
11436
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11437
0
    if (g.NavWindow == window)
11438
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11439
11440
    // Child-popups don't need to be laid out
11441
0
    IM_ASSERT(g.WithinEndChild == false);
11442
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11443
0
        g.WithinEndChild = true;
11444
0
    End();
11445
0
    g.WithinEndChild = false;
11446
0
}
11447
11448
// Helper to open a popup if mouse button is released over the item
11449
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11450
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11451
0
{
11452
0
    ImGuiContext& g = *GImGui;
11453
0
    ImGuiWindow* window = g.CurrentWindow;
11454
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11455
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11456
0
    {
11457
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11458
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11459
0
        OpenPopupEx(id, popup_flags);
11460
0
    }
11461
0
}
11462
11463
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11464
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11465
// - To create a popup with a specific identifier, pass it in str_id.
11466
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11467
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11468
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11469
//   This is essentially the same as:
11470
//       id = str_id ? GetID(str_id) : GetItemID();
11471
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11472
//       return BeginPopup(id);
11473
//   Which is essentially the same as:
11474
//       id = str_id ? GetID(str_id) : GetItemID();
11475
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11476
//           OpenPopup(id);
11477
//       return BeginPopup(id);
11478
//   The main difference being that this is tweaked to avoid computing the ID twice.
11479
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11480
0
{
11481
0
    ImGuiContext& g = *GImGui;
11482
0
    ImGuiWindow* window = g.CurrentWindow;
11483
0
    if (window->SkipItems)
11484
0
        return false;
11485
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11486
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11487
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11488
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11489
0
        OpenPopupEx(id, popup_flags);
11490
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11491
0
}
11492
11493
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11494
0
{
11495
0
    ImGuiContext& g = *GImGui;
11496
0
    ImGuiWindow* window = g.CurrentWindow;
11497
0
    if (!str_id)
11498
0
        str_id = "window_context";
11499
0
    ImGuiID id = window->GetID(str_id);
11500
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11501
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11502
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11503
0
            OpenPopupEx(id, popup_flags);
11504
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11505
0
}
11506
11507
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11508
0
{
11509
0
    ImGuiContext& g = *GImGui;
11510
0
    ImGuiWindow* window = g.CurrentWindow;
11511
0
    if (!str_id)
11512
0
        str_id = "void_context";
11513
0
    ImGuiID id = window->GetID(str_id);
11514
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11515
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11516
0
        if (GetTopMostPopupModal() == NULL)
11517
0
            OpenPopupEx(id, popup_flags);
11518
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11519
0
}
11520
11521
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11522
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11523
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11524
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11525
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11526
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11527
0
{
11528
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11529
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11530
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11531
11532
    // Combo Box policy (we want a connecting edge)
11533
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11534
0
    {
11535
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11536
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11537
0
        {
11538
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11539
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11540
0
                continue;
11541
0
            ImVec2 pos;
11542
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11543
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11544
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11545
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11546
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11547
0
                continue;
11548
0
            *last_dir = dir;
11549
0
            return pos;
11550
0
        }
11551
0
    }
11552
11553
    // Tooltip and Default popup policy
11554
    // (Always first try the direction we used on the last frame, if any)
11555
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11556
0
    {
11557
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11558
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11559
0
        {
11560
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11561
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11562
0
                continue;
11563
11564
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11565
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11566
11567
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11568
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11569
0
                continue;
11570
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11571
0
                continue;
11572
11573
0
            ImVec2 pos;
11574
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11575
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11576
11577
            // Clamp top-left corner of popup
11578
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11579
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11580
11581
0
            *last_dir = dir;
11582
0
            return pos;
11583
0
        }
11584
0
    }
11585
11586
    // Fallback when not enough room:
11587
0
    *last_dir = ImGuiDir_None;
11588
11589
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11590
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11591
0
        return ref_pos + ImVec2(2, 2);
11592
11593
    // Otherwise try to keep within display
11594
0
    ImVec2 pos = ref_pos;
11595
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11596
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11597
0
    return pos;
11598
0
}
11599
11600
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11601
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11602
0
{
11603
0
    ImGuiContext& g = *GImGui;
11604
0
    ImRect r_screen;
11605
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11606
0
    {
11607
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11608
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11609
0
        r_screen.Min = monitor.WorkPos;
11610
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11611
0
    }
11612
0
    else
11613
0
    {
11614
        // Use the full viewport area (not work area) for popups
11615
0
        r_screen = window->Viewport->GetMainRect();
11616
0
    }
11617
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11618
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11619
0
    return r_screen;
11620
0
}
11621
11622
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11623
0
{
11624
0
    ImGuiContext& g = *GImGui;
11625
11626
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11627
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11628
0
    {
11629
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11630
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11631
0
        ImGuiWindow* parent_window = window->ParentWindow;
11632
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11633
0
        ImRect r_avoid;
11634
0
        if (parent_window->DC.MenuBarAppending)
11635
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11636
0
        else
11637
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11638
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11639
0
    }
11640
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11641
0
    {
11642
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11643
0
    }
11644
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11645
0
    {
11646
        // Position tooltip (always follows mouse + clamp within outer boundaries)
11647
        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.
11648
        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()
11649
0
        IM_ASSERT(g.CurrentWindow == window);
11650
0
        const float scale = g.Style.MouseCursorScale;
11651
0
        const ImVec2 ref_pos = NavCalcPreferredRefPos();
11652
0
        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;
11653
0
        ImRect r_avoid;
11654
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11655
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11656
0
        else
11657
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11658
        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));
11659
0
        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11660
0
    }
11661
0
    IM_ASSERT(0);
11662
0
    return window->Pos;
11663
0
}
11664
11665
//-----------------------------------------------------------------------------
11666
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11667
//-----------------------------------------------------------------------------
11668
11669
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11670
// In our terminology those should be interchangeable, yet right now this is super confusing.
11671
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11672
11673
void ImGui::SetNavWindow(ImGuiWindow* window)
11674
0
{
11675
0
    ImGuiContext& g = *GImGui;
11676
0
    if (g.NavWindow != window)
11677
0
    {
11678
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11679
0
        g.NavWindow = window;
11680
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
11681
0
    }
11682
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11683
0
    NavUpdateAnyRequestFlag();
11684
0
}
11685
11686
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11687
0
{
11688
0
    ImGuiContext& g = *GImGui;
11689
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11690
0
}
11691
11692
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11693
0
{
11694
0
    ImGuiContext& g = *GImGui;
11695
0
    IM_ASSERT(g.NavWindow != NULL);
11696
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11697
0
    g.NavId = id;
11698
0
    g.NavLayer = nav_layer;
11699
0
    g.NavFocusScopeId = focus_scope_id;
11700
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11701
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11702
11703
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11704
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11705
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11706
0
}
11707
11708
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11709
0
{
11710
0
    ImGuiContext& g = *GImGui;
11711
0
    IM_ASSERT(id != 0);
11712
11713
0
    if (g.NavWindow != window)
11714
0
       SetNavWindow(window);
11715
11716
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11717
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11718
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11719
0
    g.NavId = id;
11720
0
    g.NavLayer = nav_layer;
11721
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11722
0
    window->NavLastIds[nav_layer] = id;
11723
0
    if (g.LastItemData.ID == id)
11724
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11725
11726
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11727
0
        g.NavDisableMouseHover = true;
11728
0
    else
11729
0
        g.NavDisableHighlight = true;
11730
11731
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11732
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11733
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11734
0
}
11735
11736
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11737
0
{
11738
0
    if (ImFabs(dx) > ImFabs(dy))
11739
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11740
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11741
0
}
11742
11743
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11744
0
{
11745
0
    if (cand_max < curr_min)
11746
0
        return cand_max - curr_min;
11747
0
    if (curr_max < cand_min)
11748
0
        return cand_min - curr_max;
11749
0
    return 0.0f;
11750
0
}
11751
11752
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11753
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11754
0
{
11755
0
    ImGuiContext& g = *GImGui;
11756
0
    ImGuiWindow* window = g.CurrentWindow;
11757
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11758
0
        return false;
11759
11760
    // FIXME: Those are not good variables names
11761
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11762
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11763
0
    g.NavScoringDebugCount++;
11764
11765
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11766
0
    if (window->ParentWindow == g.NavWindow)
11767
0
    {
11768
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11769
0
        if (!window->ClipRect.Overlaps(cand))
11770
0
            return false;
11771
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11772
0
    }
11773
11774
    // Compute distance between boxes
11775
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11776
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11777
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11778
0
    if (dby != 0.0f && dbx != 0.0f)
11779
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11780
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11781
11782
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11783
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11784
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11785
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11786
11787
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11788
0
    ImGuiDir quadrant;
11789
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11790
0
    if (dbx != 0.0f || dby != 0.0f)
11791
0
    {
11792
        // For non-overlapping boxes, use distance between boxes
11793
0
        dax = dbx;
11794
0
        day = dby;
11795
0
        dist_axial = dist_box;
11796
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11797
0
    }
11798
0
    else if (dcx != 0.0f || dcy != 0.0f)
11799
0
    {
11800
        // For overlapping boxes with different centers, use distance between centers
11801
0
        dax = dcx;
11802
0
        day = dcy;
11803
0
        dist_axial = dist_center;
11804
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11805
0
    }
11806
0
    else
11807
0
    {
11808
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11809
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11810
0
    }
11811
11812
0
    const ImGuiDir move_dir = g.NavMoveDir;
11813
#if IMGUI_DEBUG_NAV_SCORING
11814
    char buf[200];
11815
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11816
    {
11817
        if (quadrant == move_dir)
11818
        {
11819
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11820
            ImDrawList* draw_list = GetForegroundDrawList(window);
11821
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11822
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11823
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11824
        }
11825
    }
11826
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11827
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11828
    if (debug_hovering || debug_tty)
11829
    {
11830
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11831
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11832
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11833
        if (debug_hovering)
11834
        {
11835
            ImDrawList* draw_list = GetForegroundDrawList(window);
11836
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11837
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11838
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11839
            draw_list->AddText(cand.Max, ~0U, buf);
11840
        }
11841
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11842
    }
11843
#endif
11844
11845
    // Is it in the quadrant we're interested in moving to?
11846
0
    bool new_best = false;
11847
0
    if (quadrant == move_dir)
11848
0
    {
11849
        // Does it beat the current best candidate?
11850
0
        if (dist_box < result->DistBox)
11851
0
        {
11852
0
            result->DistBox = dist_box;
11853
0
            result->DistCenter = dist_center;
11854
0
            return true;
11855
0
        }
11856
0
        if (dist_box == result->DistBox)
11857
0
        {
11858
            // Try using distance between center points to break ties
11859
0
            if (dist_center < result->DistCenter)
11860
0
            {
11861
0
                result->DistCenter = dist_center;
11862
0
                new_best = true;
11863
0
            }
11864
0
            else if (dist_center == result->DistCenter)
11865
0
            {
11866
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11867
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11868
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11869
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11870
0
                    new_best = true;
11871
0
            }
11872
0
        }
11873
0
    }
11874
11875
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11876
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11877
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11878
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11879
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11880
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11881
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11882
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11883
0
            {
11884
0
                result->DistAxial = dist_axial;
11885
0
                new_best = true;
11886
0
            }
11887
11888
0
    return new_best;
11889
0
}
11890
11891
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11892
0
{
11893
0
    ImGuiContext& g = *GImGui;
11894
0
    ImGuiWindow* window = g.CurrentWindow;
11895
0
    result->Window = window;
11896
0
    result->ID = g.LastItemData.ID;
11897
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11898
0
    result->InFlags = g.LastItemData.InFlags;
11899
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11900
0
    if (result->InFlags & ImGuiItemFlags_HasSelectionUserData)
11901
0
    {
11902
0
        IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11903
0
        result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11904
0
    }
11905
0
}
11906
11907
// True when current work location may be scrolled horizontally when moving left / right.
11908
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11909
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11910
0
{
11911
0
    ImGuiContext& g = *GImGui;
11912
0
    ImGuiWindow* window = g.CurrentWindow;
11913
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11914
0
}
11915
11916
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11917
// This is called after LastItemData is set, but NextItemData is also still valid.
11918
static void ImGui::NavProcessItem()
11919
0
{
11920
0
    ImGuiContext& g = *GImGui;
11921
0
    ImGuiWindow* window = g.CurrentWindow;
11922
0
    const ImGuiID id = g.LastItemData.ID;
11923
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11924
11925
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11926
0
    if (window->DC.NavIsScrollPushableX == false)
11927
0
    {
11928
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11929
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11930
0
    }
11931
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11932
11933
    // Process Init Request
11934
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11935
0
    {
11936
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11937
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11938
0
        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)
11939
0
        {
11940
0
            NavApplyItemToResult(&g.NavInitResult);
11941
0
        }
11942
0
        if (candidate_for_nav_default_focus)
11943
0
        {
11944
0
            g.NavInitRequest = false; // Found a match, clear request
11945
0
            NavUpdateAnyRequestFlag();
11946
0
        }
11947
0
    }
11948
11949
    // Process Move Request (scoring for navigation)
11950
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11951
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11952
0
    {
11953
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;
11954
0
        if (is_tabbing)
11955
0
        {
11956
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11957
0
        }
11958
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11959
0
        {
11960
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11961
0
            if (NavScoreItem(result))
11962
0
                NavApplyItemToResult(result);
11963
11964
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11965
0
            const float VISIBLE_RATIO = 0.70f;
11966
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11967
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11968
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11969
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11970
0
        }
11971
0
    }
11972
11973
    // Update information for currently focused/navigated item
11974
0
    if (g.NavId == id)
11975
0
    {
11976
0
        if (g.NavWindow != window)
11977
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11978
0
        g.NavLayer = window->DC.NavLayerCurrent;
11979
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11980
0
        g.NavIdIsAlive = true;
11981
0
        if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData)
11982
0
        {
11983
0
            IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid);
11984
0
            g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData.
11985
0
        }
11986
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11987
0
    }
11988
0
}
11989
11990
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11991
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11992
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11993
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11994
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11995
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11996
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11997
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11998
0
{
11999
0
    ImGuiContext& g = *GImGui;
12000
12001
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
12002
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
12003
0
            return;
12004
12005
    // - Can always land on an item when using API call.
12006
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
12007
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
12008
0
    bool can_stop;
12009
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
12010
0
        can_stop = true;
12011
0
    else
12012
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
12013
12014
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
12015
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
12016
0
    if (g.NavTabbingDir == +1)
12017
0
    {
12018
        // Tab Forward or SetKeyboardFocusHere() with >= 0
12019
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
12020
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12021
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
12022
0
            NavMoveRequestResolveWithLastItem(result);
12023
0
        else if (g.NavId == id)
12024
0
            g.NavTabbingCounter = 1;
12025
0
    }
12026
0
    else if (g.NavTabbingDir == -1)
12027
0
    {
12028
        // Tab Backward
12029
0
        if (g.NavId == id)
12030
0
        {
12031
0
            if (result->ID)
12032
0
            {
12033
0
                g.NavMoveScoringItems = false;
12034
0
                NavUpdateAnyRequestFlag();
12035
0
            }
12036
0
        }
12037
0
        else if (can_stop)
12038
0
        {
12039
            // Keep applying until reaching NavId
12040
0
            NavApplyItemToResult(result);
12041
0
        }
12042
0
    }
12043
0
    else if (g.NavTabbingDir == 0)
12044
0
    {
12045
0
        if (can_stop && g.NavId == id)
12046
0
            NavMoveRequestResolveWithLastItem(result);
12047
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
12048
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
12049
0
    }
12050
0
}
12051
12052
bool ImGui::NavMoveRequestButNoResultYet()
12053
0
{
12054
0
    ImGuiContext& g = *GImGui;
12055
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
12056
0
}
12057
12058
// FIXME: ScoringRect is not set
12059
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12060
0
{
12061
0
    ImGuiContext& g = *GImGui;
12062
0
    IM_ASSERT(g.NavWindow != NULL);
12063
12064
0
    if (move_flags & ImGuiNavMoveFlags_IsTabbing)
12065
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
12066
12067
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
12068
0
    g.NavMoveDir = move_dir;
12069
0
    g.NavMoveDirForDebug = move_dir;
12070
0
    g.NavMoveClipDir = clip_dir;
12071
0
    g.NavMoveFlags = move_flags;
12072
0
    g.NavMoveScrollFlags = scroll_flags;
12073
0
    g.NavMoveForwardToNextFrame = false;
12074
0
    g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods;
12075
0
    g.NavMoveResultLocal.Clear();
12076
0
    g.NavMoveResultLocalVisible.Clear();
12077
0
    g.NavMoveResultOther.Clear();
12078
0
    g.NavTabbingCounter = 0;
12079
0
    g.NavTabbingResultFirst.Clear();
12080
0
    NavUpdateAnyRequestFlag();
12081
0
}
12082
12083
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
12084
0
{
12085
0
    ImGuiContext& g = *GImGui;
12086
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
12087
0
    NavApplyItemToResult(result);
12088
0
    NavUpdateAnyRequestFlag();
12089
0
}
12090
12091
// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere
12092
void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)
12093
0
{
12094
0
    ImGuiContext& g = *GImGui;
12095
0
    g.NavMoveScoringItems = false;
12096
0
    g.LastItemData.ID = tree_node_data->ID;
12097
0
    g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper).
12098
0
    g.LastItemData.NavRect = tree_node_data->NavRect;
12099
0
    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()
12100
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12101
0
    NavUpdateAnyRequestFlag();
12102
0
}
12103
12104
void ImGui::NavMoveRequestCancel()
12105
0
{
12106
0
    ImGuiContext& g = *GImGui;
12107
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12108
0
    NavUpdateAnyRequestFlag();
12109
0
}
12110
12111
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
12112
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
12113
0
{
12114
0
    ImGuiContext& g = *GImGui;
12115
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
12116
0
    NavMoveRequestCancel();
12117
0
    g.NavMoveForwardToNextFrame = true;
12118
0
    g.NavMoveDir = move_dir;
12119
0
    g.NavMoveClipDir = clip_dir;
12120
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
12121
0
    g.NavMoveScrollFlags = scroll_flags;
12122
0
}
12123
12124
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
12125
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
12126
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
12127
0
{
12128
0
    ImGuiContext& g = *GImGui;
12129
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
12130
12131
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
12132
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
12133
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
12134
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
12135
0
}
12136
12137
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
12138
// This way we could find the last focused window among our children. It would be much less confusing this way?
12139
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
12140
0
{
12141
0
    ImGuiWindow* parent = nav_window;
12142
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12143
0
        parent = parent->ParentWindow;
12144
0
    if (parent && parent != nav_window)
12145
0
        parent->NavLastChildNavWindow = nav_window;
12146
0
}
12147
12148
// Restore the last focused child.
12149
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
12150
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
12151
0
{
12152
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
12153
0
        return window->NavLastChildNavWindow;
12154
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
12155
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
12156
0
            return tab->Window;
12157
0
    return window;
12158
0
}
12159
12160
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
12161
0
{
12162
0
    ImGuiContext& g = *GImGui;
12163
0
    if (layer == ImGuiNavLayer_Main)
12164
0
    {
12165
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
12166
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
12167
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12168
0
        if (prev_nav_window)
12169
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
12170
0
    }
12171
0
    ImGuiWindow* window = g.NavWindow;
12172
0
    if (window->NavLastIds[layer] != 0)
12173
0
    {
12174
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
12175
0
    }
12176
0
    else
12177
0
    {
12178
0
        g.NavLayer = layer;
12179
0
        NavInitWindow(window, true);
12180
0
    }
12181
0
}
12182
12183
void ImGui::NavRestoreHighlightAfterMove()
12184
0
{
12185
0
    ImGuiContext& g = *GImGui;
12186
0
    g.NavDisableHighlight = false;
12187
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
12188
0
}
12189
12190
static inline void ImGui::NavUpdateAnyRequestFlag()
12191
0
{
12192
0
    ImGuiContext& g = *GImGui;
12193
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
12194
0
    if (g.NavAnyRequest)
12195
0
        IM_ASSERT(g.NavWindow != NULL);
12196
0
}
12197
12198
// This needs to be called before we submit any widget (aka in or before Begin)
12199
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
12200
0
{
12201
    // FIXME: ChildWindow test here is wrong for docking
12202
0
    ImGuiContext& g = *GImGui;
12203
0
    IM_ASSERT(window == g.NavWindow);
12204
12205
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
12206
0
    {
12207
0
        g.NavId = 0;
12208
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12209
0
        return;
12210
0
    }
12211
12212
0
    bool init_for_nav = false;
12213
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
12214
0
        init_for_nav = true;
12215
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
12216
0
    if (init_for_nav)
12217
0
    {
12218
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
12219
0
        g.NavInitRequest = true;
12220
0
        g.NavInitRequestFromMove = false;
12221
0
        g.NavInitResult.ID = 0;
12222
0
        NavUpdateAnyRequestFlag();
12223
0
    }
12224
0
    else
12225
0
    {
12226
0
        g.NavId = window->NavLastIds[0];
12227
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
12228
0
    }
12229
0
}
12230
12231
static ImVec2 ImGui::NavCalcPreferredRefPos()
12232
0
{
12233
0
    ImGuiContext& g = *GImGui;
12234
0
    ImGuiWindow* window = g.NavWindow;
12235
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
12236
0
    {
12237
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
12238
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
12239
        // In theory we could move that +1.0f offset in OpenPopupEx()
12240
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
12241
0
        return ImVec2(p.x + 1.0f, p.y);
12242
0
    }
12243
0
    else
12244
0
    {
12245
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
12246
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
12247
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
12248
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
12249
0
        {
12250
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
12251
0
            rect_rel.Translate(window->Scroll - next_scroll);
12252
0
        }
12253
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
12254
0
        ImGuiViewport* viewport = window->Viewport;
12255
0
        return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
12256
0
    }
12257
0
}
12258
12259
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
12260
0
{
12261
0
    ImGuiContext& g = *GImGui;
12262
0
    float repeat_delay, repeat_rate;
12263
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
12264
12265
0
    ImGuiKey key_less, key_more;
12266
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
12267
0
    {
12268
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
12269
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
12270
0
    }
12271
0
    else
12272
0
    {
12273
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
12274
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
12275
0
    }
12276
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
12277
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
12278
0
        amount = 0.0f;
12279
0
    return amount;
12280
0
}
12281
12282
static void ImGui::NavUpdate()
12283
0
{
12284
0
    ImGuiContext& g = *GImGui;
12285
0
    ImGuiIO& io = g.IO;
12286
12287
0
    io.WantSetMousePos = false;
12288
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
12289
12290
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
12291
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
12292
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12293
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
12294
0
    if (nav_gamepad_active)
12295
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
12296
0
            if (IsKeyDown(key))
12297
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
12298
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12299
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
12300
0
    if (nav_keyboard_active)
12301
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
12302
0
            if (IsKeyDown(key))
12303
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
12304
12305
    // Process navigation init request (select first/default focus)
12306
0
    g.NavJustMovedToId = 0;
12307
0
    if (g.NavInitResult.ID != 0)
12308
0
        NavInitRequestApplyResult();
12309
0
    g.NavInitRequest = false;
12310
0
    g.NavInitRequestFromMove = false;
12311
0
    g.NavInitResult.ID = 0;
12312
12313
    // Process navigation move request
12314
0
    if (g.NavMoveSubmitted)
12315
0
        NavMoveRequestApplyResult();
12316
0
    g.NavTabbingCounter = 0;
12317
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
12318
12319
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
12320
0
    bool set_mouse_pos = false;
12321
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
12322
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
12323
0
            set_mouse_pos = true;
12324
0
    g.NavMousePosDirty = false;
12325
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
12326
12327
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
12328
0
    if (g.NavWindow)
12329
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
12330
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
12331
0
        g.NavWindow->NavLastChildNavWindow = NULL;
12332
12333
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
12334
0
    NavUpdateWindowing();
12335
12336
    // Set output flags for user application
12337
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
12338
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
12339
12340
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
12341
0
    NavUpdateCancelRequest();
12342
12343
    // Process manual activation request
12344
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
12345
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
12346
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12347
0
    {
12348
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
12349
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
12350
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
12351
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
12352
0
        if (g.ActiveId == 0 && activate_pressed)
12353
0
        {
12354
0
            g.NavActivateId = g.NavId;
12355
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
12356
0
        }
12357
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
12358
0
        {
12359
0
            g.NavActivateId = g.NavId;
12360
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
12361
0
        }
12362
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
12363
0
            g.NavActivateDownId = g.NavId;
12364
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
12365
0
            g.NavActivatePressedId = g.NavId;
12366
0
    }
12367
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
12368
0
        g.NavDisableHighlight = true;
12369
0
    if (g.NavActivateId != 0)
12370
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
12371
12372
    // Process programmatic activation request
12373
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
12374
0
    if (g.NavNextActivateId != 0)
12375
0
    {
12376
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
12377
0
        g.NavActivateFlags = g.NavNextActivateFlags;
12378
0
    }
12379
0
    g.NavNextActivateId = 0;
12380
12381
    // Process move requests
12382
0
    NavUpdateCreateMoveRequest();
12383
0
    if (g.NavMoveDir == ImGuiDir_None)
12384
0
        NavUpdateCreateTabbingRequest();
12385
0
    NavUpdateAnyRequestFlag();
12386
0
    g.NavIdIsAlive = false;
12387
12388
    // Scrolling
12389
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
12390
0
    {
12391
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
12392
0
        ImGuiWindow* window = g.NavWindow;
12393
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
12394
0
        const ImGuiDir move_dir = g.NavMoveDir;
12395
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
12396
0
        {
12397
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
12398
0
                SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
12399
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
12400
0
                SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
12401
0
        }
12402
12403
        // *Normal* Manual scroll with LStick
12404
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
12405
0
        if (nav_gamepad_active)
12406
0
        {
12407
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12408
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
12409
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
12410
0
                SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
12411
0
            if (scroll_dir.y != 0.0f)
12412
0
                SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12413
0
        }
12414
0
    }
12415
12416
    // Always prioritize mouse highlight if navigation is disabled
12417
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12418
0
    {
12419
0
        g.NavDisableHighlight = true;
12420
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12421
0
    }
12422
12423
    // Update mouse position if requested
12424
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12425
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12426
0
        TeleportMousePos(NavCalcPreferredRefPos());
12427
12428
    // [DEBUG]
12429
0
    g.NavScoringDebugCount = 0;
12430
#if IMGUI_DEBUG_NAV_RECTS
12431
    if (ImGuiWindow* debug_window = g.NavWindow)
12432
    {
12433
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12434
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12435
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12436
    }
12437
#endif
12438
0
}
12439
12440
void ImGui::NavInitRequestApplyResult()
12441
0
{
12442
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12443
0
    ImGuiContext& g = *GImGui;
12444
0
    if (!g.NavWindow)
12445
0
        return;
12446
12447
0
    ImGuiNavItemData* result = &g.NavInitResult;
12448
0
    if (g.NavId != result->ID)
12449
0
    {
12450
0
        g.NavJustMovedToId = result->ID;
12451
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12452
0
        g.NavJustMovedToKeyMods = 0;
12453
0
    }
12454
12455
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12456
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12457
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12458
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12459
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12460
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12461
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12462
0
    if (g.NavInitRequestFromMove)
12463
0
        NavRestoreHighlightAfterMove();
12464
0
}
12465
12466
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12467
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12468
0
{
12469
    // Bias initial rect
12470
0
    ImGuiContext& g = *GImGui;
12471
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12472
12473
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12474
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12475
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12476
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12477
0
    {
12478
0
        if (preferred_pos_rel.x == FLT_MAX)
12479
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12480
0
        if (preferred_pos_rel.y == FLT_MAX)
12481
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12482
0
    }
12483
12484
    // Apply general bias on the other axis
12485
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12486
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12487
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12488
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12489
0
}
12490
12491
void ImGui::NavUpdateCreateMoveRequest()
12492
0
{
12493
0
    ImGuiContext& g = *GImGui;
12494
0
    ImGuiIO& io = g.IO;
12495
0
    ImGuiWindow* window = g.NavWindow;
12496
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12497
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12498
12499
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12500
0
    {
12501
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12502
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12503
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12504
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12505
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12506
0
    }
12507
0
    else
12508
0
    {
12509
        // Initiate directional inputs request
12510
0
        g.NavMoveDir = ImGuiDir_None;
12511
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12512
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12513
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12514
0
        {
12515
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12516
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12517
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12518
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12519
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12520
0
        }
12521
0
        g.NavMoveClipDir = g.NavMoveDir;
12522
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12523
0
    }
12524
12525
    // Update PageUp/PageDown/Home/End scroll
12526
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12527
0
    float scoring_rect_offset_y = 0.0f;
12528
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12529
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12530
0
    if (scoring_rect_offset_y != 0.0f)
12531
0
    {
12532
0
        g.NavScoringNoClipRect = window->InnerRect;
12533
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12534
0
    }
12535
12536
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12537
#if IMGUI_DEBUG_NAV_SCORING
12538
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12539
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12540
    if (io.KeyCtrl)
12541
    {
12542
        if (g.NavMoveDir == ImGuiDir_None)
12543
            g.NavMoveDir = g.NavMoveDirForDebug;
12544
        g.NavMoveClipDir = g.NavMoveDir;
12545
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12546
    }
12547
#endif
12548
12549
    // Submit
12550
0
    g.NavMoveForwardToNextFrame = false;
12551
0
    if (g.NavMoveDir != ImGuiDir_None)
12552
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12553
12554
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12555
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12556
0
    {
12557
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12558
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12559
0
        g.NavInitResult.ID = 0;
12560
0
        g.NavDisableHighlight = false;
12561
0
    }
12562
12563
    // When using gamepad, we project the reference nav bounding box into window visible area.
12564
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12565
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12566
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12567
0
    {
12568
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12569
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12570
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12571
12572
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12573
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12574
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12575
12576
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12577
0
        {
12578
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12579
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12580
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12581
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12582
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12583
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12584
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12585
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12586
0
            g.NavId = 0;
12587
0
        }
12588
0
    }
12589
12590
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12591
0
    ImRect scoring_rect;
12592
0
    if (window != NULL)
12593
0
    {
12594
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12595
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12596
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12597
0
        if (g.NavMoveSubmitted)
12598
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12599
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12600
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12601
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12602
0
    }
12603
0
    g.NavScoringRect = scoring_rect;
12604
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12605
0
}
12606
12607
void ImGui::NavUpdateCreateTabbingRequest()
12608
0
{
12609
0
    ImGuiContext& g = *GImGui;
12610
0
    ImGuiWindow* window = g.NavWindow;
12611
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12612
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12613
0
        return;
12614
12615
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12616
0
    if (!tab_pressed)
12617
0
        return;
12618
12619
    // Initiate tabbing request
12620
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12621
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12622
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12623
0
    if (nav_keyboard_active)
12624
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12625
0
    else
12626
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12627
0
    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;
12628
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12629
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12630
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12631
0
    g.NavTabbingCounter = -1;
12632
0
}
12633
12634
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12635
void ImGui::NavMoveRequestApplyResult()
12636
0
{
12637
0
    ImGuiContext& g = *GImGui;
12638
#if IMGUI_DEBUG_NAV_SCORING
12639
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12640
        return;
12641
#endif
12642
12643
    // Select which result to use
12644
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12645
12646
    // Tabbing forward wrap
12647
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)
12648
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12649
0
            result = &g.NavTabbingResultFirst;
12650
12651
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12652
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12653
0
    if (result == NULL)
12654
0
    {
12655
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12656
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;
12657
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12658
0
            NavRestoreHighlightAfterMove();
12659
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12660
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12661
0
        return;
12662
0
    }
12663
12664
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12665
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12666
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12667
0
            result = &g.NavMoveResultLocalVisible;
12668
12669
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12670
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12671
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12672
0
            result = &g.NavMoveResultOther;
12673
0
    IM_ASSERT(g.NavWindow && result->Window);
12674
12675
    // Scroll to keep newly navigated item fully into view.
12676
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12677
0
    {
12678
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12679
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12680
12681
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12682
0
        {
12683
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12684
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12685
0
            SetScrollY(result->Window, scroll_target);
12686
0
        }
12687
0
    }
12688
12689
0
    if (g.NavWindow != result->Window)
12690
0
    {
12691
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12692
0
        g.NavWindow = result->Window;
12693
0
        g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
12694
0
    }
12695
0
    if (g.ActiveId != result->ID)
12696
0
        ClearActiveID();
12697
12698
    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12699
    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.
12700
0
    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)
12701
0
    {
12702
0
        g.NavJustMovedToId = result->ID;
12703
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12704
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12705
0
    }
12706
12707
    // Apply new NavID/Focus
12708
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12709
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12710
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12711
0
    if (result->SelectionUserData != ImGuiSelectionUserData_Invalid)
12712
0
        g.NavLastValidSelectionUserData = result->SelectionUserData;
12713
12714
    // Restore last preferred position for current axis
12715
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12716
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)
12717
0
    {
12718
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12719
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12720
0
    }
12721
12722
    // Tabbing: Activates Inputable, otherwise only Focus
12723
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)
12724
0
        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;
12725
12726
    // Activate
12727
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12728
0
    {
12729
0
        g.NavNextActivateId = result->ID;
12730
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12731
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)
12732
0
            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12733
0
    }
12734
12735
    // Enable nav highlight
12736
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)
12737
0
        NavRestoreHighlightAfterMove();
12738
0
}
12739
12740
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12741
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12742
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12743
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12744
static void ImGui::NavUpdateCancelRequest()
12745
0
{
12746
0
    ImGuiContext& g = *GImGui;
12747
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12748
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12749
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12750
0
        return;
12751
12752
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12753
0
    if (g.ActiveId != 0)
12754
0
    {
12755
0
        ClearActiveID();
12756
0
    }
12757
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12758
0
    {
12759
        // Leave the "menu" layer
12760
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12761
0
        NavRestoreHighlightAfterMove();
12762
0
    }
12763
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12764
0
    {
12765
        // Exit child window
12766
0
        ImGuiWindow* child_window = g.NavWindow;
12767
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12768
0
        IM_ASSERT(child_window->ChildId != 0);
12769
0
        ImRect child_rect = child_window->Rect();
12770
0
        FocusWindow(parent_window);
12771
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12772
0
        NavRestoreHighlightAfterMove();
12773
0
    }
12774
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12775
0
    {
12776
        // Close open popup/menu
12777
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12778
0
    }
12779
0
    else
12780
0
    {
12781
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12782
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12783
0
            g.NavWindow->NavLastIds[0] = 0;
12784
0
        g.NavId = 0;
12785
0
    }
12786
0
}
12787
12788
// Handle PageUp/PageDown/Home/End keys
12789
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12790
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12791
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12792
static float ImGui::NavUpdatePageUpPageDown()
12793
0
{
12794
0
    ImGuiContext& g = *GImGui;
12795
0
    ImGuiWindow* window = g.NavWindow;
12796
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12797
0
        return 0.0f;
12798
12799
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12800
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12801
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12802
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12803
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12804
0
        return 0.0f;
12805
12806
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12807
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12808
12809
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12810
0
    {
12811
        // Fallback manual-scroll when window has no navigable item
12812
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12813
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12814
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12815
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12816
0
        else if (home_pressed)
12817
0
            SetScrollY(window, 0.0f);
12818
0
        else if (end_pressed)
12819
0
            SetScrollY(window, window->ScrollMax.y);
12820
0
    }
12821
0
    else
12822
0
    {
12823
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12824
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12825
0
        float nav_scoring_rect_offset_y = 0.0f;
12826
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12827
0
        {
12828
0
            nav_scoring_rect_offset_y = -page_offset_y;
12829
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12830
0
            g.NavMoveClipDir = ImGuiDir_Up;
12831
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12832
0
        }
12833
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12834
0
        {
12835
0
            nav_scoring_rect_offset_y = +page_offset_y;
12836
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12837
0
            g.NavMoveClipDir = ImGuiDir_Down;
12838
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;
12839
0
        }
12840
0
        else if (home_pressed)
12841
0
        {
12842
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12843
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12844
            // Preserve current horizontal position if we have any.
12845
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12846
0
            if (nav_rect_rel.IsInverted())
12847
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12848
0
            g.NavMoveDir = ImGuiDir_Down;
12849
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12850
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12851
0
        }
12852
0
        else if (end_pressed)
12853
0
        {
12854
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12855
0
            if (nav_rect_rel.IsInverted())
12856
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12857
0
            g.NavMoveDir = ImGuiDir_Up;
12858
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12859
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12860
0
        }
12861
0
        return nav_scoring_rect_offset_y;
12862
0
    }
12863
0
    return 0.0f;
12864
0
}
12865
12866
static void ImGui::NavEndFrame()
12867
0
{
12868
0
    ImGuiContext& g = *GImGui;
12869
12870
    // Show CTRL+TAB list window
12871
0
    if (g.NavWindowingTarget != NULL)
12872
0
        NavUpdateWindowingOverlay();
12873
12874
    // Perform wrap-around in menus
12875
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12876
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12877
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12878
0
        NavUpdateCreateWrappingRequest();
12879
0
}
12880
12881
static void ImGui::NavUpdateCreateWrappingRequest()
12882
0
{
12883
0
    ImGuiContext& g = *GImGui;
12884
0
    ImGuiWindow* window = g.NavWindow;
12885
12886
0
    bool do_forward = false;
12887
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12888
0
    ImGuiDir clip_dir = g.NavMoveDir;
12889
12890
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12891
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12892
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12893
0
    {
12894
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12895
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12896
0
        {
12897
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12898
0
            clip_dir = ImGuiDir_Up;
12899
0
        }
12900
0
        do_forward = true;
12901
0
    }
12902
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12903
0
    {
12904
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12905
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12906
0
        {
12907
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12908
0
            clip_dir = ImGuiDir_Down;
12909
0
        }
12910
0
        do_forward = true;
12911
0
    }
12912
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12913
0
    {
12914
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12915
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12916
0
        {
12917
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12918
0
            clip_dir = ImGuiDir_Left;
12919
0
        }
12920
0
        do_forward = true;
12921
0
    }
12922
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12923
0
    {
12924
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12925
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12926
0
        {
12927
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12928
0
            clip_dir = ImGuiDir_Right;
12929
0
        }
12930
0
        do_forward = true;
12931
0
    }
12932
0
    if (!do_forward)
12933
0
        return;
12934
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12935
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12936
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12937
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12938
0
}
12939
12940
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12941
0
{
12942
0
    ImGuiContext& g = *GImGui;
12943
0
    IM_UNUSED(g);
12944
0
    int order = window->FocusOrder;
12945
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12946
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12947
0
    return order;
12948
0
}
12949
12950
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12951
0
{
12952
0
    ImGuiContext& g = *GImGui;
12953
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12954
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12955
0
            return g.WindowsFocusOrder[i];
12956
0
    return NULL;
12957
0
}
12958
12959
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12960
0
{
12961
0
    ImGuiContext& g = *GImGui;
12962
0
    IM_ASSERT(g.NavWindowingTarget);
12963
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12964
0
        return;
12965
12966
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12967
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12968
0
    if (!window_target)
12969
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12970
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12971
0
    {
12972
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12973
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12974
0
    }
12975
0
    g.NavWindowingToggleLayer = false;
12976
0
}
12977
12978
// Windowing management mode
12979
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12980
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12981
static void ImGui::NavUpdateWindowing()
12982
0
{
12983
0
    ImGuiContext& g = *GImGui;
12984
0
    ImGuiIO& io = g.IO;
12985
12986
0
    ImGuiWindow* apply_focus_window = NULL;
12987
0
    bool apply_toggle_layer = false;
12988
12989
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12990
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12991
0
    if (!allow_windowing)
12992
0
        g.NavWindowingTarget = NULL;
12993
12994
    // Fade out
12995
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12996
0
    {
12997
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12998
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12999
0
            g.NavWindowingTargetAnim = NULL;
13000
0
    }
13001
13002
    // Start CTRL+Tab or Square+L/R window selection
13003
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
13004
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
13005
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
13006
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13007
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
13008
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
13009
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
13010
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
13011
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
13012
0
        {
13013
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
13014
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
13015
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
13016
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
13017
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
13018
13019
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
13020
0
            if (keyboard_next_window || keyboard_prev_window)
13021
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
13022
0
        }
13023
13024
    // Gamepad update
13025
0
    g.NavWindowingTimer += io.DeltaTime;
13026
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
13027
0
    {
13028
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
13029
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
13030
13031
        // Select window to focus
13032
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
13033
0
        if (focus_change_dir != 0)
13034
0
        {
13035
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
13036
0
            g.NavWindowingHighlightAlpha = 1.0f;
13037
0
        }
13038
13039
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
13040
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
13041
0
        {
13042
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
13043
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
13044
0
                apply_toggle_layer = true;
13045
0
            else if (!g.NavWindowingToggleLayer)
13046
0
                apply_focus_window = g.NavWindowingTarget;
13047
0
            g.NavWindowingTarget = NULL;
13048
0
        }
13049
0
    }
13050
13051
    // Keyboard: Focus
13052
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
13053
0
    {
13054
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
13055
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
13056
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
13057
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
13058
0
        if (keyboard_next_window || keyboard_prev_window)
13059
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
13060
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
13061
0
            apply_focus_window = g.NavWindowingTarget;
13062
0
    }
13063
13064
    // Keyboard: Press and Release ALT to toggle menu layer
13065
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
13066
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
13067
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
13068
0
    {
13069
0
        g.NavWindowingToggleLayer = true;
13070
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
13071
0
    }
13072
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
13073
0
    {
13074
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
13075
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
13076
        // We cancel toggling nav layer if an owner has claimed the key.
13077
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
13078
0
            g.NavWindowingToggleLayer = false;
13079
13080
        // Apply layer toggle on release
13081
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
13082
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
13083
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
13084
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
13085
0
                    apply_toggle_layer = true;
13086
0
        if (!IsKeyDown(ImGuiMod_Alt))
13087
0
            g.NavWindowingToggleLayer = false;
13088
0
    }
13089
13090
    // Move window
13091
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
13092
0
    {
13093
0
        ImVec2 nav_move_dir;
13094
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
13095
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
13096
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
13097
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
13098
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
13099
0
        {
13100
0
            const float NAV_MOVE_SPEED = 800.0f;
13101
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
13102
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
13103
0
            g.NavDisableMouseHover = true;
13104
0
            ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos);
13105
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
13106
0
            {
13107
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
13108
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
13109
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
13110
0
            }
13111
0
        }
13112
0
    }
13113
13114
    // Apply final focus
13115
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
13116
0
    {
13117
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
13118
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
13119
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
13120
0
        ClearActiveID();
13121
0
        NavRestoreHighlightAfterMove();
13122
0
        ClosePopupsOverWindow(apply_focus_window, false);
13123
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
13124
0
        apply_focus_window = g.NavWindow;
13125
0
        if (apply_focus_window->NavLastIds[0] == 0)
13126
0
            NavInitWindow(apply_focus_window, false);
13127
13128
        // If the window has ONLY a menu layer (no main layer), select it directly
13129
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
13130
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
13131
        // the target window as already been previewed once.
13132
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
13133
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
13134
        // won't be valid.
13135
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
13136
0
            g.NavLayer = ImGuiNavLayer_Menu;
13137
13138
        // Request OS level focus
13139
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
13140
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
13141
0
    }
13142
0
    if (apply_focus_window)
13143
0
        g.NavWindowingTarget = NULL;
13144
13145
    // Apply menu/layer toggle
13146
0
    if (apply_toggle_layer && g.NavWindow)
13147
0
    {
13148
0
        ClearActiveID();
13149
13150
        // Move to parent menu if necessary
13151
0
        ImGuiWindow* new_nav_window = g.NavWindow;
13152
0
        while (new_nav_window->ParentWindow
13153
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
13154
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
13155
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
13156
0
            new_nav_window = new_nav_window->ParentWindow;
13157
0
        if (new_nav_window != g.NavWindow)
13158
0
        {
13159
0
            ImGuiWindow* old_nav_window = g.NavWindow;
13160
0
            FocusWindow(new_nav_window);
13161
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
13162
0
        }
13163
13164
        // Toggle layer
13165
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
13166
0
        if (new_nav_layer != g.NavLayer)
13167
0
        {
13168
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
13169
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
13170
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
13171
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
13172
0
            NavRestoreLayer(new_nav_layer);
13173
0
            NavRestoreHighlightAfterMove();
13174
0
        }
13175
0
    }
13176
0
}
13177
13178
// Window has already passed the IsWindowNavFocusable()
13179
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
13180
0
{
13181
0
    if (window->Flags & ImGuiWindowFlags_Popup)
13182
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
13183
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
13184
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
13185
0
    if (window->DockNodeAsHost)
13186
0
        return "(Dock node)"; // Not normally shown to user.
13187
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
13188
0
}
13189
13190
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
13191
void ImGui::NavUpdateWindowingOverlay()
13192
0
{
13193
0
    ImGuiContext& g = *GImGui;
13194
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
13195
13196
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
13197
0
        return;
13198
13199
0
    if (g.NavWindowingListWindow == NULL)
13200
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
13201
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
13202
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
13203
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
13204
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
13205
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
13206
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
13207
0
    {
13208
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
13209
0
        IM_ASSERT(window != NULL); // Fix static analyzers
13210
0
        if (!IsWindowNavFocusable(window))
13211
0
            continue;
13212
0
        const char* label = window->Name;
13213
0
        if (label == FindRenderedTextEnd(label))
13214
0
            label = GetFallbackWindowNameForWindowingList(window);
13215
0
        Selectable(label, g.NavWindowingTarget == window);
13216
0
    }
13217
0
    End();
13218
0
    PopStyleVar();
13219
0
}
13220
13221
13222
//-----------------------------------------------------------------------------
13223
// [SECTION] DRAG AND DROP
13224
//-----------------------------------------------------------------------------
13225
13226
bool ImGui::IsDragDropActive()
13227
0
{
13228
0
    ImGuiContext& g = *GImGui;
13229
0
    return g.DragDropActive;
13230
0
}
13231
13232
void ImGui::ClearDragDrop()
13233
0
{
13234
0
    ImGuiContext& g = *GImGui;
13235
0
    g.DragDropActive = false;
13236
0
    g.DragDropPayload.Clear();
13237
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
13238
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
13239
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
13240
0
    g.DragDropAcceptFrameCount = -1;
13241
13242
0
    g.DragDropPayloadBufHeap.clear();
13243
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13244
0
}
13245
13246
bool ImGui::BeginTooltipHidden()
13247
0
{
13248
0
    ImGuiContext& g = *GImGui;
13249
0
    bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize);
13250
0
    SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
13251
0
    return ret;
13252
0
}
13253
13254
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
13255
// If the item has an identifier:
13256
// - This assume/require the item to be activated (typically via ButtonBehavior).
13257
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
13258
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
13259
// If the item has no identifier:
13260
// - Currently always assume left mouse button.
13261
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
13262
0
{
13263
0
    ImGuiContext& g = *GImGui;
13264
0
    ImGuiWindow* window = g.CurrentWindow;
13265
13266
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
13267
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
13268
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
13269
13270
0
    bool source_drag_active = false;
13271
0
    ImGuiID source_id = 0;
13272
0
    ImGuiID source_parent_id = 0;
13273
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
13274
0
    {
13275
0
        source_id = g.LastItemData.ID;
13276
0
        if (source_id != 0)
13277
0
        {
13278
            // Common path: items with ID
13279
0
            if (g.ActiveId != source_id)
13280
0
                return false;
13281
0
            if (g.ActiveIdMouseButton != -1)
13282
0
                mouse_button = g.ActiveIdMouseButton;
13283
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13284
0
                return false;
13285
0
            g.ActiveIdAllowOverlap = false;
13286
0
        }
13287
0
        else
13288
0
        {
13289
            // Uncommon path: items without ID
13290
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
13291
0
                return false;
13292
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
13293
0
                return false;
13294
13295
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
13296
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
13297
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
13298
0
            {
13299
0
                IM_ASSERT(0);
13300
0
                return false;
13301
0
            }
13302
13303
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
13304
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
13305
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
13306
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
13307
            // Rely on keeping other window->LastItemXXX fields intact.
13308
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
13309
0
            KeepAliveID(source_id);
13310
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);
13311
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
13312
0
            {
13313
0
                SetActiveID(source_id, window);
13314
0
                FocusWindow(window);
13315
0
            }
13316
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
13317
0
                g.ActiveIdAllowOverlap = is_hovered;
13318
0
        }
13319
0
        if (g.ActiveId != source_id)
13320
0
            return false;
13321
0
        source_parent_id = window->IDStack.back();
13322
0
        source_drag_active = IsMouseDragging(mouse_button);
13323
13324
        // Disable navigation and key inputs while dragging + cancel existing request if any
13325
0
        SetActiveIdUsingAllKeyboardKeys();
13326
0
    }
13327
0
    else
13328
0
    {
13329
0
        window = NULL;
13330
0
        source_id = ImHashStr("#SourceExtern");
13331
0
        source_drag_active = true;
13332
0
    }
13333
13334
0
    if (source_drag_active)
13335
0
    {
13336
0
        if (!g.DragDropActive)
13337
0
        {
13338
0
            IM_ASSERT(source_id != 0);
13339
0
            ClearDragDrop();
13340
0
            ImGuiPayload& payload = g.DragDropPayload;
13341
0
            payload.SourceId = source_id;
13342
0
            payload.SourceParentId = source_parent_id;
13343
0
            g.DragDropActive = true;
13344
0
            g.DragDropSourceFlags = flags;
13345
0
            g.DragDropMouseButton = mouse_button;
13346
0
            if (payload.SourceId == g.ActiveId)
13347
0
                g.ActiveIdNoClearOnFocusLoss = true;
13348
0
        }
13349
0
        g.DragDropSourceFrameCount = g.FrameCount;
13350
0
        g.DragDropWithinSource = true;
13351
13352
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13353
0
        {
13354
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
13355
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
13356
0
            bool ret;
13357
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
13358
0
                ret = BeginTooltipHidden();
13359
0
            else
13360
0
                ret = BeginTooltip();
13361
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
13362
0
            IM_UNUSED(ret);
13363
0
        }
13364
13365
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
13366
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
13367
13368
0
        return true;
13369
0
    }
13370
0
    return false;
13371
0
}
13372
13373
void ImGui::EndDragDropSource()
13374
0
{
13375
0
    ImGuiContext& g = *GImGui;
13376
0
    IM_ASSERT(g.DragDropActive);
13377
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
13378
13379
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
13380
0
        EndTooltip();
13381
13382
    // Discard the drag if have not called SetDragDropPayload()
13383
0
    if (g.DragDropPayload.DataFrameCount == -1)
13384
0
        ClearDragDrop();
13385
0
    g.DragDropWithinSource = false;
13386
0
}
13387
13388
// Use 'cond' to choose to submit payload on drag start or every frame
13389
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
13390
0
{
13391
0
    ImGuiContext& g = *GImGui;
13392
0
    ImGuiPayload& payload = g.DragDropPayload;
13393
0
    if (cond == 0)
13394
0
        cond = ImGuiCond_Always;
13395
13396
0
    IM_ASSERT(type != NULL);
13397
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
13398
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
13399
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
13400
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
13401
13402
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
13403
0
    {
13404
        // Copy payload
13405
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
13406
0
        g.DragDropPayloadBufHeap.resize(0);
13407
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
13408
0
        {
13409
            // Store in heap
13410
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
13411
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
13412
0
            memcpy(payload.Data, data, data_size);
13413
0
        }
13414
0
        else if (data_size > 0)
13415
0
        {
13416
            // Store locally
13417
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
13418
0
            payload.Data = g.DragDropPayloadBufLocal;
13419
0
            memcpy(payload.Data, data, data_size);
13420
0
        }
13421
0
        else
13422
0
        {
13423
0
            payload.Data = NULL;
13424
0
        }
13425
0
        payload.DataSize = (int)data_size;
13426
0
    }
13427
0
    payload.DataFrameCount = g.FrameCount;
13428
13429
    // Return whether the payload has been accepted
13430
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13431
0
}
13432
13433
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13434
0
{
13435
0
    ImGuiContext& g = *GImGui;
13436
0
    if (!g.DragDropActive)
13437
0
        return false;
13438
13439
0
    ImGuiWindow* window = g.CurrentWindow;
13440
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13441
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13442
0
        return false;
13443
0
    IM_ASSERT(id != 0);
13444
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13445
0
        return false;
13446
0
    if (window->SkipItems)
13447
0
        return false;
13448
13449
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13450
0
    g.DragDropTargetRect = bb;
13451
0
    g.DragDropTargetId = id;
13452
0
    g.DragDropWithinTarget = true;
13453
0
    return true;
13454
0
}
13455
13456
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13457
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13458
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13459
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13460
bool ImGui::BeginDragDropTarget()
13461
0
{
13462
0
    ImGuiContext& g = *GImGui;
13463
0
    if (!g.DragDropActive)
13464
0
        return false;
13465
13466
0
    ImGuiWindow* window = g.CurrentWindow;
13467
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13468
0
        return false;
13469
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13470
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13471
0
        return false;
13472
13473
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13474
0
    ImGuiID id = g.LastItemData.ID;
13475
0
    if (id == 0)
13476
0
    {
13477
0
        id = window->GetIDFromRectangle(display_rect);
13478
0
        KeepAliveID(id);
13479
0
    }
13480
0
    if (g.DragDropPayload.SourceId == id)
13481
0
        return false;
13482
13483
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13484
0
    g.DragDropTargetRect = display_rect;
13485
0
    g.DragDropTargetId = id;
13486
0
    g.DragDropWithinTarget = true;
13487
0
    return true;
13488
0
}
13489
13490
bool ImGui::IsDragDropPayloadBeingAccepted()
13491
0
{
13492
0
    ImGuiContext& g = *GImGui;
13493
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13494
0
}
13495
13496
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13497
0
{
13498
0
    ImGuiContext& g = *GImGui;
13499
0
    ImGuiPayload& payload = g.DragDropPayload;
13500
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13501
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13502
0
    if (type != NULL && !payload.IsDataType(type))
13503
0
        return NULL;
13504
13505
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13506
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13507
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13508
0
    ImRect r = g.DragDropTargetRect;
13509
0
    float r_surface = r.GetWidth() * r.GetHeight();
13510
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13511
0
        return NULL;
13512
13513
0
    g.DragDropAcceptFlags = flags;
13514
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13515
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13516
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13517
13518
    // Render default drop visuals
13519
0
    payload.Preview = was_accepted_previously;
13520
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13521
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13522
0
        RenderDragDropTargetRect(r);
13523
13524
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13525
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13526
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13527
0
        return NULL;
13528
13529
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13530
0
    return &payload;
13531
0
}
13532
13533
// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13534
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13535
0
{
13536
0
    ImGuiContext& g = *GImGui;
13537
0
    ImGuiWindow* window = g.CurrentWindow;
13538
0
    ImRect bb_display = bb;
13539
0
    bb_display.ClipWith(window->ClipRect); // Clip THEN expand so we have a way to visualize that target is not entirely visible.
13540
0
    bb_display.Expand(3.5f);
13541
0
    bool push_clip_rect = !window->ClipRect.Contains(bb_display);
13542
0
    if (push_clip_rect)
13543
0
        window->DrawList->PushClipRectFullScreen();
13544
0
    window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13545
0
    if (push_clip_rect)
13546
0
        window->DrawList->PopClipRect();
13547
0
}
13548
13549
const ImGuiPayload* ImGui::GetDragDropPayload()
13550
0
{
13551
0
    ImGuiContext& g = *GImGui;
13552
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13553
0
}
13554
13555
void ImGui::EndDragDropTarget()
13556
0
{
13557
0
    ImGuiContext& g = *GImGui;
13558
0
    IM_ASSERT(g.DragDropActive);
13559
0
    IM_ASSERT(g.DragDropWithinTarget);
13560
0
    g.DragDropWithinTarget = false;
13561
13562
    // Clear drag and drop state payload right after delivery
13563
0
    if (g.DragDropPayload.Delivery)
13564
0
        ClearDragDrop();
13565
0
}
13566
13567
//-----------------------------------------------------------------------------
13568
// [SECTION] LOGGING/CAPTURING
13569
//-----------------------------------------------------------------------------
13570
// All text output from the interface can be captured into tty/file/clipboard.
13571
// By default, tree nodes are automatically opened during logging.
13572
//-----------------------------------------------------------------------------
13573
13574
// Pass text data straight to log (without being displayed)
13575
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13576
0
{
13577
0
    if (g.LogFile)
13578
0
    {
13579
0
        g.LogBuffer.Buf.resize(0);
13580
0
        g.LogBuffer.appendfv(fmt, args);
13581
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13582
0
    }
13583
0
    else
13584
0
    {
13585
0
        g.LogBuffer.appendfv(fmt, args);
13586
0
    }
13587
0
}
13588
13589
void ImGui::LogText(const char* fmt, ...)
13590
0
{
13591
0
    ImGuiContext& g = *GImGui;
13592
0
    if (!g.LogEnabled)
13593
0
        return;
13594
13595
0
    va_list args;
13596
0
    va_start(args, fmt);
13597
0
    LogTextV(g, fmt, args);
13598
0
    va_end(args);
13599
0
}
13600
13601
void ImGui::LogTextV(const char* fmt, va_list args)
13602
0
{
13603
0
    ImGuiContext& g = *GImGui;
13604
0
    if (!g.LogEnabled)
13605
0
        return;
13606
13607
0
    LogTextV(g, fmt, args);
13608
0
}
13609
13610
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13611
// We split text into individual lines to add current tree level padding
13612
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13613
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13614
0
{
13615
0
    ImGuiContext& g = *GImGui;
13616
0
    ImGuiWindow* window = g.CurrentWindow;
13617
13618
0
    const char* prefix = g.LogNextPrefix;
13619
0
    const char* suffix = g.LogNextSuffix;
13620
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13621
13622
0
    if (!text_end)
13623
0
        text_end = FindRenderedTextEnd(text, text_end);
13624
13625
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13626
0
    if (ref_pos)
13627
0
        g.LogLinePosY = ref_pos->y;
13628
0
    if (log_new_line)
13629
0
    {
13630
0
        LogText(IM_NEWLINE);
13631
0
        g.LogLineFirstItem = true;
13632
0
    }
13633
13634
0
    if (prefix)
13635
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13636
13637
    // Re-adjust padding if we have popped out of our starting depth
13638
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13639
0
        g.LogDepthRef = window->DC.TreeDepth;
13640
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13641
13642
0
    const char* text_remaining = text;
13643
0
    for (;;)
13644
0
    {
13645
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13646
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13647
0
        const char* line_start = text_remaining;
13648
0
        const char* line_end = ImStreolRange(line_start, text_end);
13649
0
        const bool is_last_line = (line_end == text_end);
13650
0
        if (line_start != line_end || !is_last_line)
13651
0
        {
13652
0
            const int line_length = (int)(line_end - line_start);
13653
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13654
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13655
0
            g.LogLineFirstItem = false;
13656
0
            if (*line_end == '\n')
13657
0
            {
13658
0
                LogText(IM_NEWLINE);
13659
0
                g.LogLineFirstItem = true;
13660
0
            }
13661
0
        }
13662
0
        if (is_last_line)
13663
0
            break;
13664
0
        text_remaining = line_end + 1;
13665
0
    }
13666
13667
0
    if (suffix)
13668
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13669
0
}
13670
13671
// Start logging/capturing text output
13672
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13673
0
{
13674
0
    ImGuiContext& g = *GImGui;
13675
0
    ImGuiWindow* window = g.CurrentWindow;
13676
0
    IM_ASSERT(g.LogEnabled == false);
13677
0
    IM_ASSERT(g.LogFile == NULL);
13678
0
    IM_ASSERT(g.LogBuffer.empty());
13679
0
    g.LogEnabled = true;
13680
0
    g.LogType = type;
13681
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13682
0
    g.LogDepthRef = window->DC.TreeDepth;
13683
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13684
0
    g.LogLinePosY = FLT_MAX;
13685
0
    g.LogLineFirstItem = true;
13686
0
}
13687
13688
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13689
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13690
0
{
13691
0
    ImGuiContext& g = *GImGui;
13692
0
    g.LogNextPrefix = prefix;
13693
0
    g.LogNextSuffix = suffix;
13694
0
}
13695
13696
void ImGui::LogToTTY(int auto_open_depth)
13697
0
{
13698
0
    ImGuiContext& g = *GImGui;
13699
0
    if (g.LogEnabled)
13700
0
        return;
13701
0
    IM_UNUSED(auto_open_depth);
13702
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13703
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13704
0
    g.LogFile = stdout;
13705
0
#endif
13706
0
}
13707
13708
// Start logging/capturing text output to given file
13709
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13710
0
{
13711
0
    ImGuiContext& g = *GImGui;
13712
0
    if (g.LogEnabled)
13713
0
        return;
13714
13715
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13716
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13717
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13718
0
    if (!filename)
13719
0
        filename = g.IO.LogFilename;
13720
0
    if (!filename || !filename[0])
13721
0
        return;
13722
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13723
0
    if (!f)
13724
0
    {
13725
0
        IM_ASSERT(0);
13726
0
        return;
13727
0
    }
13728
13729
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13730
0
    g.LogFile = f;
13731
0
}
13732
13733
// Start logging/capturing text output to clipboard
13734
void ImGui::LogToClipboard(int auto_open_depth)
13735
0
{
13736
0
    ImGuiContext& g = *GImGui;
13737
0
    if (g.LogEnabled)
13738
0
        return;
13739
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13740
0
}
13741
13742
void ImGui::LogToBuffer(int auto_open_depth)
13743
0
{
13744
0
    ImGuiContext& g = *GImGui;
13745
0
    if (g.LogEnabled)
13746
0
        return;
13747
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13748
0
}
13749
13750
void ImGui::LogFinish()
13751
0
{
13752
0
    ImGuiContext& g = *GImGui;
13753
0
    if (!g.LogEnabled)
13754
0
        return;
13755
13756
0
    LogText(IM_NEWLINE);
13757
0
    switch (g.LogType)
13758
0
    {
13759
0
    case ImGuiLogType_TTY:
13760
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13761
0
        fflush(g.LogFile);
13762
0
#endif
13763
0
        break;
13764
0
    case ImGuiLogType_File:
13765
0
        ImFileClose(g.LogFile);
13766
0
        break;
13767
0
    case ImGuiLogType_Buffer:
13768
0
        break;
13769
0
    case ImGuiLogType_Clipboard:
13770
0
        if (!g.LogBuffer.empty())
13771
0
            SetClipboardText(g.LogBuffer.begin());
13772
0
        break;
13773
0
    case ImGuiLogType_None:
13774
0
        IM_ASSERT(0);
13775
0
        break;
13776
0
    }
13777
13778
0
    g.LogEnabled = false;
13779
0
    g.LogType = ImGuiLogType_None;
13780
0
    g.LogFile = NULL;
13781
0
    g.LogBuffer.clear();
13782
0
}
13783
13784
// Helper to display logging buttons
13785
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13786
void ImGui::LogButtons()
13787
0
{
13788
0
    ImGuiContext& g = *GImGui;
13789
13790
0
    PushID("LogButtons");
13791
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13792
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13793
#else
13794
    const bool log_to_tty = false;
13795
#endif
13796
0
    const bool log_to_file = Button("Log To File"); SameLine();
13797
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13798
0
    PushTabStop(false);
13799
0
    SetNextItemWidth(80.0f);
13800
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13801
0
    PopTabStop();
13802
0
    PopID();
13803
13804
    // Start logging at the end of the function so that the buttons don't appear in the log
13805
0
    if (log_to_tty)
13806
0
        LogToTTY();
13807
0
    if (log_to_file)
13808
0
        LogToFile();
13809
0
    if (log_to_clipboard)
13810
0
        LogToClipboard();
13811
0
}
13812
13813
13814
//-----------------------------------------------------------------------------
13815
// [SECTION] SETTINGS
13816
//-----------------------------------------------------------------------------
13817
// - UpdateSettings() [Internal]
13818
// - MarkIniSettingsDirty() [Internal]
13819
// - FindSettingsHandler() [Internal]
13820
// - ClearIniSettings() [Internal]
13821
// - LoadIniSettingsFromDisk()
13822
// - LoadIniSettingsFromMemory()
13823
// - SaveIniSettingsToDisk()
13824
// - SaveIniSettingsToMemory()
13825
//-----------------------------------------------------------------------------
13826
// - CreateNewWindowSettings() [Internal]
13827
// - FindWindowSettingsByID() [Internal]
13828
// - FindWindowSettingsByWindow() [Internal]
13829
// - ClearWindowSettings() [Internal]
13830
// - WindowSettingsHandler_***() [Internal]
13831
//-----------------------------------------------------------------------------
13832
13833
// Called by NewFrame()
13834
void ImGui::UpdateSettings()
13835
0
{
13836
    // Load settings on first frame (if not explicitly loaded manually before)
13837
0
    ImGuiContext& g = *GImGui;
13838
0
    if (!g.SettingsLoaded)
13839
0
    {
13840
0
        IM_ASSERT(g.SettingsWindows.empty());
13841
0
        if (g.IO.IniFilename)
13842
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13843
0
        g.SettingsLoaded = true;
13844
0
    }
13845
13846
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13847
0
    if (g.SettingsDirtyTimer > 0.0f)
13848
0
    {
13849
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13850
0
        if (g.SettingsDirtyTimer <= 0.0f)
13851
0
        {
13852
0
            if (g.IO.IniFilename != NULL)
13853
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13854
0
            else
13855
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13856
0
            g.SettingsDirtyTimer = 0.0f;
13857
0
        }
13858
0
    }
13859
0
}
13860
13861
void ImGui::MarkIniSettingsDirty()
13862
0
{
13863
0
    ImGuiContext& g = *GImGui;
13864
0
    if (g.SettingsDirtyTimer <= 0.0f)
13865
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13866
0
}
13867
13868
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13869
0
{
13870
0
    ImGuiContext& g = *GImGui;
13871
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13872
0
        if (g.SettingsDirtyTimer <= 0.0f)
13873
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13874
0
}
13875
13876
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13877
0
{
13878
0
    ImGuiContext& g = *GImGui;
13879
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13880
0
    g.SettingsHandlers.push_back(*handler);
13881
0
}
13882
13883
void ImGui::RemoveSettingsHandler(const char* type_name)
13884
0
{
13885
0
    ImGuiContext& g = *GImGui;
13886
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13887
0
        g.SettingsHandlers.erase(handler);
13888
0
}
13889
13890
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13891
0
{
13892
0
    ImGuiContext& g = *GImGui;
13893
0
    const ImGuiID type_hash = ImHashStr(type_name);
13894
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13895
0
        if (handler.TypeHash == type_hash)
13896
0
            return &handler;
13897
0
    return NULL;
13898
0
}
13899
13900
// Clear all settings (windows, tables, docking etc.)
13901
void ImGui::ClearIniSettings()
13902
0
{
13903
0
    ImGuiContext& g = *GImGui;
13904
0
    g.SettingsIniData.clear();
13905
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13906
0
        if (handler.ClearAllFn != NULL)
13907
0
            handler.ClearAllFn(&g, &handler);
13908
0
}
13909
13910
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13911
0
{
13912
0
    size_t file_data_size = 0;
13913
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13914
0
    if (!file_data)
13915
0
        return;
13916
0
    if (file_data_size > 0)
13917
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13918
0
    IM_FREE(file_data);
13919
0
}
13920
13921
// Zero-tolerance, no error reporting, cheap .ini parsing
13922
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13923
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13924
0
{
13925
0
    ImGuiContext& g = *GImGui;
13926
0
    IM_ASSERT(g.Initialized);
13927
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13928
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13929
13930
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13931
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13932
0
    if (ini_size == 0)
13933
0
        ini_size = strlen(ini_data);
13934
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13935
0
    char* const buf = g.SettingsIniData.Buf.Data;
13936
0
    char* const buf_end = buf + ini_size;
13937
0
    memcpy(buf, ini_data, ini_size);
13938
0
    buf_end[0] = 0;
13939
13940
    // Call pre-read handlers
13941
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13942
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13943
0
        if (handler.ReadInitFn != NULL)
13944
0
            handler.ReadInitFn(&g, &handler);
13945
13946
0
    void* entry_data = NULL;
13947
0
    ImGuiSettingsHandler* entry_handler = NULL;
13948
13949
0
    char* line_end = NULL;
13950
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13951
0
    {
13952
        // Skip new lines markers, then find end of the line
13953
0
        while (*line == '\n' || *line == '\r')
13954
0
            line++;
13955
0
        line_end = line;
13956
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13957
0
            line_end++;
13958
0
        line_end[0] = 0;
13959
0
        if (line[0] == ';')
13960
0
            continue;
13961
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13962
0
        {
13963
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13964
0
            line_end[-1] = 0;
13965
0
            const char* name_end = line_end - 1;
13966
0
            const char* type_start = line + 1;
13967
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13968
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13969
0
            if (!type_end || !name_start)
13970
0
                continue;
13971
0
            *type_end = 0; // Overwrite first ']'
13972
0
            name_start++;  // Skip second '['
13973
0
            entry_handler = FindSettingsHandler(type_start);
13974
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13975
0
        }
13976
0
        else if (entry_handler != NULL && entry_data != NULL)
13977
0
        {
13978
            // Let type handler parse the line
13979
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13980
0
        }
13981
0
    }
13982
0
    g.SettingsLoaded = true;
13983
13984
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13985
0
    memcpy(buf, ini_data, ini_size);
13986
13987
    // Call post-read handlers
13988
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
13989
0
        if (handler.ApplyAllFn != NULL)
13990
0
            handler.ApplyAllFn(&g, &handler);
13991
0
}
13992
13993
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13994
0
{
13995
0
    ImGuiContext& g = *GImGui;
13996
0
    g.SettingsDirtyTimer = 0.0f;
13997
0
    if (!ini_filename)
13998
0
        return;
13999
14000
0
    size_t ini_data_size = 0;
14001
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
14002
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
14003
0
    if (!f)
14004
0
        return;
14005
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
14006
0
    ImFileClose(f);
14007
0
}
14008
14009
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
14010
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
14011
0
{
14012
0
    ImGuiContext& g = *GImGui;
14013
0
    g.SettingsDirtyTimer = 0.0f;
14014
0
    g.SettingsIniData.Buf.resize(0);
14015
0
    g.SettingsIniData.Buf.push_back(0);
14016
0
    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
14017
0
        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);
14018
0
    if (out_size)
14019
0
        *out_size = (size_t)g.SettingsIniData.size();
14020
0
    return g.SettingsIniData.c_str();
14021
0
}
14022
14023
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
14024
0
{
14025
0
    ImGuiContext& g = *GImGui;
14026
14027
0
    if (g.IO.ConfigDebugIniSettings == false)
14028
0
    {
14029
        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
14030
        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.
14031
0
        if (const char* p = strstr(name, "###"))
14032
0
            name = p;
14033
0
    }
14034
0
    const size_t name_len = strlen(name);
14035
14036
    // Allocate chunk
14037
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
14038
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
14039
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
14040
0
    settings->ID = ImHashStr(name, name_len);
14041
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
14042
14043
0
    return settings;
14044
0
}
14045
14046
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
14047
// This is called once per window .ini entry + once per newly instantiated window.
14048
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
14049
0
{
14050
0
    ImGuiContext& g = *GImGui;
14051
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14052
0
        if (settings->ID == id && !settings->WantDelete)
14053
0
            return settings;
14054
0
    return NULL;
14055
0
}
14056
14057
// This is faster if you are holding on a Window already as we don't need to perform a search.
14058
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
14059
0
{
14060
0
    ImGuiContext& g = *GImGui;
14061
0
    if (window->SettingsOffset != -1)
14062
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
14063
0
    return FindWindowSettingsByID(window->ID);
14064
0
}
14065
14066
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
14067
void ImGui::ClearWindowSettings(const char* name)
14068
0
{
14069
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
14070
0
    ImGuiContext& g = *GImGui;
14071
0
    ImGuiWindow* window = FindWindowByName(name);
14072
0
    if (window != NULL)
14073
0
    {
14074
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
14075
0
        InitOrLoadWindowSettings(window, NULL);
14076
0
        if (window->DockId != 0)
14077
0
            DockContextProcessUndockWindow(&g, window, true);
14078
0
    }
14079
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
14080
0
        settings->WantDelete = true;
14081
0
}
14082
14083
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14084
0
{
14085
0
    ImGuiContext& g = *ctx;
14086
0
    for (ImGuiWindow* window : g.Windows)
14087
0
        window->SettingsOffset = -1;
14088
0
    g.SettingsWindows.clear();
14089
0
}
14090
14091
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
14092
0
{
14093
0
    ImGuiID id = ImHashStr(name);
14094
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
14095
0
    if (settings)
14096
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
14097
0
    else
14098
0
        settings = ImGui::CreateNewWindowSettings(name);
14099
0
    settings->ID = id;
14100
0
    settings->WantApply = true;
14101
0
    return (void*)settings;
14102
0
}
14103
14104
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
14105
0
{
14106
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
14107
0
    int x, y;
14108
0
    int i;
14109
0
    ImU32 u1;
14110
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
14111
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
14112
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
14113
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
14114
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
14115
0
    else if (sscanf(line, "IsChild=%d", &i) == 1)           { settings->IsChild = (i != 0); }
14116
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
14117
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
14118
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
14119
0
}
14120
14121
// Apply to existing windows (if any)
14122
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
14123
0
{
14124
0
    ImGuiContext& g = *ctx;
14125
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14126
0
        if (settings->WantApply)
14127
0
        {
14128
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
14129
0
                ApplyWindowSettings(window, settings);
14130
0
            settings->WantApply = false;
14131
0
        }
14132
0
}
14133
14134
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
14135
0
{
14136
    // Gather data from windows that were active during this session
14137
    // (if a window wasn't opened in this session we preserve its settings)
14138
0
    ImGuiContext& g = *ctx;
14139
0
    for (ImGuiWindow* window : g.Windows)
14140
0
    {
14141
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
14142
0
            continue;
14143
14144
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
14145
0
        if (!settings)
14146
0
        {
14147
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
14148
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
14149
0
        }
14150
0
        IM_ASSERT(settings->ID == window->ID);
14151
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
14152
0
        settings->Size = ImVec2ih(window->SizeFull);
14153
0
        settings->ViewportId = window->ViewportId;
14154
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
14155
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
14156
0
        settings->DockId = window->DockId;
14157
0
        settings->ClassId = window->WindowClass.ClassId;
14158
0
        settings->DockOrder = window->DockOrder;
14159
0
        settings->Collapsed = window->Collapsed;
14160
0
        settings->IsChild = (window->RootWindow != window); // Cannot rely on ImGuiWindowFlags_ChildWindow here as docked windows have this set.
14161
0
        settings->WantDelete = false;
14162
0
    }
14163
14164
    // Write to text buffer
14165
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
14166
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
14167
0
    {
14168
0
        if (settings->WantDelete)
14169
0
            continue;
14170
0
        const char* settings_name = settings->GetName();
14171
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
14172
0
        if (settings->IsChild)
14173
0
        {
14174
0
            buf->appendf("IsChild=1\n");
14175
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14176
0
        }
14177
0
        else
14178
0
        {
14179
0
            if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14180
0
            {
14181
0
                buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
14182
0
                buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
14183
0
            }
14184
0
            if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
14185
0
                buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
14186
0
            if (settings->Size.x != 0 || settings->Size.y != 0)
14187
0
                buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
14188
0
            buf->appendf("Collapsed=%d\n", settings->Collapsed);
14189
0
            if (settings->DockId != 0)
14190
0
            {
14191
                //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
14192
0
                if (settings->DockOrder == -1)
14193
0
                    buf->appendf("DockId=0x%08X\n", settings->DockId);
14194
0
                else
14195
0
                    buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
14196
0
                if (settings->ClassId != 0)
14197
0
                    buf->appendf("ClassId=0x%08X\n", settings->ClassId);
14198
0
            }
14199
0
        }
14200
0
        buf->append("\n");
14201
0
    }
14202
0
}
14203
14204
14205
//-----------------------------------------------------------------------------
14206
// [SECTION] LOCALIZATION
14207
//-----------------------------------------------------------------------------
14208
14209
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
14210
0
{
14211
0
    ImGuiContext& g = *GImGui;
14212
0
    for (int n = 0; n < count; n++)
14213
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
14214
0
}
14215
14216
14217
//-----------------------------------------------------------------------------
14218
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
14219
//-----------------------------------------------------------------------------
14220
// - GetMainViewport()
14221
// - FindViewportByID()
14222
// - FindViewportByPlatformHandle()
14223
// - SetCurrentViewport() [Internal]
14224
// - SetWindowViewport() [Internal]
14225
// - GetWindowAlwaysWantOwnViewport() [Internal]
14226
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
14227
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
14228
// - TranslateWindowsInViewport() [Internal]
14229
// - ScaleWindowsInViewport() [Internal]
14230
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
14231
// - UpdateViewportsNewFrame() [Internal]
14232
// - UpdateViewportsEndFrame() [Internal]
14233
// - AddUpdateViewport() [Internal]
14234
// - WindowSelectViewport() [Internal]
14235
// - WindowSyncOwnedViewport() [Internal]
14236
// - UpdatePlatformWindows()
14237
// - RenderPlatformWindowsDefault()
14238
// - FindPlatformMonitorForPos() [Internal]
14239
// - FindPlatformMonitorForRect() [Internal]
14240
// - UpdateViewportPlatformMonitor() [Internal]
14241
// - DestroyPlatformWindow() [Internal]
14242
// - DestroyPlatformWindows()
14243
//-----------------------------------------------------------------------------
14244
14245
ImGuiViewport* ImGui::GetMainViewport()
14246
0
{
14247
0
    ImGuiContext& g = *GImGui;
14248
0
    return g.Viewports[0];
14249
0
}
14250
14251
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
14252
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
14253
0
{
14254
0
    ImGuiContext& g = *GImGui;
14255
0
    for (ImGuiViewportP* viewport : g.Viewports)
14256
0
        if (viewport->ID == id)
14257
0
            return viewport;
14258
0
    return NULL;
14259
0
}
14260
14261
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
14262
0
{
14263
0
    ImGuiContext& g = *GImGui;
14264
0
    for (ImGuiViewportP* viewport : g.Viewports)
14265
0
        if (viewport->PlatformHandle == platform_handle)
14266
0
            return viewport;
14267
0
    return NULL;
14268
0
}
14269
14270
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
14271
0
{
14272
0
    ImGuiContext& g = *GImGui;
14273
0
    (void)current_window;
14274
14275
0
    if (viewport)
14276
0
        viewport->LastFrameActive = g.FrameCount;
14277
0
    if (g.CurrentViewport == viewport)
14278
0
        return;
14279
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
14280
0
    g.CurrentViewport = viewport;
14281
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
14282
14283
    // Notify platform layer of viewport changes
14284
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
14285
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
14286
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
14287
0
}
14288
14289
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14290
0
{
14291
    // Abandon viewport
14292
0
    if (window->ViewportOwned && window->Viewport->Window == window)
14293
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
14294
14295
0
    window->Viewport = viewport;
14296
0
    window->ViewportId = viewport->ID;
14297
0
    window->ViewportOwned = (viewport->Window == window);
14298
0
}
14299
14300
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
14301
0
{
14302
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
14303
0
    ImGuiContext& g = *GImGui;
14304
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
14305
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
14306
0
            if (!window->DockIsActive)
14307
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
14308
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
14309
0
                        return true;
14310
0
    return false;
14311
0
}
14312
14313
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
14314
0
{
14315
0
    ImGuiContext& g = *GImGui;
14316
0
    if (window->Viewport == viewport)
14317
0
        return false;
14318
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
14319
0
        return false;
14320
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
14321
0
        return false;
14322
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
14323
0
        return false;
14324
0
    if (GetWindowAlwaysWantOwnViewport(window))
14325
0
        return false;
14326
14327
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
14328
0
    for (ImGuiWindow* window_behind : g.Windows)
14329
0
    {
14330
0
        if (window_behind == window)
14331
0
            break;
14332
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
14333
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
14334
0
                return false;
14335
0
    }
14336
14337
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
14338
0
    ImGuiViewportP* old_viewport = window->Viewport;
14339
0
    if (window->ViewportOwned)
14340
0
        for (int n = 0; n < g.Windows.Size; n++)
14341
0
            if (g.Windows[n]->Viewport == old_viewport)
14342
0
                SetWindowViewport(g.Windows[n], viewport);
14343
0
    SetWindowViewport(window, viewport);
14344
0
    BringWindowToDisplayFront(window);
14345
14346
0
    return true;
14347
0
}
14348
14349
// FIXME: handle 0 to N host viewports
14350
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
14351
0
{
14352
0
    ImGuiContext& g = *GImGui;
14353
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
14354
0
}
14355
14356
// Translate Dear ImGui windows when a Host Viewport has been moved
14357
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14358
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
14359
0
{
14360
0
    ImGuiContext& g = *GImGui;
14361
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
14362
14363
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
14364
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
14365
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
14366
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
14367
    // and so the window will appear to teleport when releasing the mouse.
14368
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
14369
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
14370
0
    ImVec2 delta_pos = new_pos - old_pos;
14371
0
    for (ImGuiWindow* window : g.Windows) // FIXME-OPT
14372
0
        if (translate_all_windows || (window->Viewport == viewport && test_still_fit_rect.Contains(window->Rect())))
14373
0
            TranslateWindow(window, delta_pos);
14374
0
}
14375
14376
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
14377
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
14378
0
{
14379
0
    ImGuiContext& g = *GImGui;
14380
0
    if (viewport->Window)
14381
0
    {
14382
0
        ScaleWindow(viewport->Window, scale);
14383
0
    }
14384
0
    else
14385
0
    {
14386
0
        for (ImGuiWindow* window : g.Windows)
14387
0
            if (window->Viewport == viewport)
14388
0
                ScaleWindow(window, scale);
14389
0
    }
14390
0
}
14391
14392
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
14393
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14394
// B) It requires Platform_GetWindowFocus to be implemented by backend.
14395
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
14396
0
{
14397
0
    ImGuiContext& g = *GImGui;
14398
0
    ImGuiViewportP* best_candidate = NULL;
14399
0
    for (ImGuiViewportP* viewport : g.Viewports)
14400
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
14401
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
14402
0
                best_candidate = viewport;
14403
0
    return best_candidate;
14404
0
}
14405
14406
// Update viewports and monitor infos
14407
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
14408
static void ImGui::UpdateViewportsNewFrame()
14409
0
{
14410
0
    ImGuiContext& g = *GImGui;
14411
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
14412
14413
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
14414
    // Update Focused status
14415
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
14416
0
    if (viewports_enabled)
14417
0
    {
14418
0
        ImGuiViewportP* focused_viewport = NULL;
14419
0
        for (ImGuiViewportP* viewport : g.Viewports)
14420
0
        {
14421
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
14422
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
14423
0
            {
14424
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
14425
0
                if (is_minimized)
14426
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
14427
0
                else
14428
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
14429
0
            }
14430
14431
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14432
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14433
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
14434
0
            {
14435
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
14436
0
                if (is_focused)
14437
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
14438
0
                else
14439
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
14440
0
                if (is_focused)
14441
0
                    focused_viewport = viewport;
14442
0
            }
14443
0
        }
14444
14445
        // Focused viewport has changed?
14446
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14447
0
        {
14448
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Focused viewport changed %08X -> %08X, attempting to apply our focus.\n", g.PlatformLastFocusedViewportId, focused_viewport->ID);
14449
0
            const ImGuiViewport* prev_focused_viewport = FindViewportByID(g.PlatformLastFocusedViewportId);
14450
0
            const bool prev_focused_has_been_destroyed = (prev_focused_viewport == NULL) || (prev_focused_viewport->PlatformWindowCreated == false);
14451
14452
            // Store a tag so we can infer z-order easily from all our windows
14453
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14454
            // will keep the front most stamp instead of losing it back to their parent viewport.
14455
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14456
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14457
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14458
14459
            // Focus associated dear imgui window
14460
            // - if focus didn't happen with a click within imgui boundaries, e.g. Clicking platform title bar. (#6299)
14461
            // - if focus didn't happen because we destroyed another window (#6462)
14462
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14463
0
            const bool apply_imgui_focus_on_focused_viewport = !IsAnyMouseDown() && !prev_focused_has_been_destroyed;
14464
0
            if (apply_imgui_focus_on_focused_viewport)
14465
0
            {
14466
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14467
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14468
0
                if (focused_viewport->Window != NULL)
14469
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14470
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14471
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14472
0
                else
14473
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14474
0
            }
14475
0
        }
14476
0
        if (focused_viewport)
14477
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14478
0
    }
14479
14480
    // Create/update main viewport with current platform position.
14481
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14482
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14483
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14484
0
    IM_ASSERT(main_viewport->Window == NULL);
14485
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14486
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14487
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14488
0
    {
14489
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14490
0
        main_viewport_size = main_viewport->Size;
14491
0
    }
14492
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14493
14494
0
    g.CurrentDpiScale = 0.0f;
14495
0
    g.CurrentViewport = NULL;
14496
0
    g.MouseViewport = NULL;
14497
0
    for (int n = 0; n < g.Viewports.Size; n++)
14498
0
    {
14499
0
        ImGuiViewportP* viewport = g.Viewports[n];
14500
0
        viewport->Idx = n;
14501
14502
        // Erase unused viewports
14503
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14504
0
        {
14505
0
            DestroyViewport(viewport);
14506
0
            n--;
14507
0
            continue;
14508
0
        }
14509
14510
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14511
0
        if (viewports_enabled)
14512
0
        {
14513
            // Update Position and Size (from Platform Window to ImGui) if requested.
14514
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14515
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14516
0
            {
14517
                // Viewport->WorkPos and WorkSize will be updated below
14518
0
                if (viewport->PlatformRequestMove)
14519
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14520
0
                if (viewport->PlatformRequestResize)
14521
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14522
0
            }
14523
0
        }
14524
14525
        // Update/copy monitor info
14526
0
        UpdateViewportPlatformMonitor(viewport);
14527
14528
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14529
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14530
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14531
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14532
0
        viewport->UpdateWorkRect();
14533
14534
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14535
0
        viewport->Alpha = 1.0f;
14536
14537
        // Translate Dear ImGui windows when a Host Viewport has been moved
14538
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14539
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14540
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14541
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14542
14543
        // Update DPI scale
14544
0
        float new_dpi_scale;
14545
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14546
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14547
0
        else if (viewport->PlatformMonitor != -1)
14548
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14549
0
        else
14550
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14551
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14552
0
        {
14553
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14554
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14555
0
                ScaleWindowsInViewport(viewport, scale_factor);
14556
            //if (viewport == GetMainViewport())
14557
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14558
14559
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14560
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14561
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14562
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14563
            //    g.ActiveIdClickOffset = ImTrunc(g.ActiveIdClickOffset * scale_factor);
14564
0
        }
14565
0
        viewport->DpiScale = new_dpi_scale;
14566
0
    }
14567
14568
    // Update fallback monitor
14569
0
    if (g.PlatformIO.Monitors.Size == 0)
14570
0
    {
14571
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14572
0
        monitor->MainPos = main_viewport->Pos;
14573
0
        monitor->MainSize = main_viewport->Size;
14574
0
        monitor->WorkPos = main_viewport->WorkPos;
14575
0
        monitor->WorkSize = main_viewport->WorkSize;
14576
0
        monitor->DpiScale = main_viewport->DpiScale;
14577
0
    }
14578
14579
0
    if (!viewports_enabled)
14580
0
    {
14581
0
        g.MouseViewport = main_viewport;
14582
0
        return;
14583
0
    }
14584
14585
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14586
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14587
0
    ImGuiViewportP* viewport_hovered = NULL;
14588
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14589
0
    {
14590
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14591
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14592
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14593
0
    }
14594
0
    else
14595
0
    {
14596
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14597
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14598
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14599
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14600
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14601
0
    }
14602
0
    if (viewport_hovered != NULL)
14603
0
        g.MouseLastHoveredViewport = viewport_hovered;
14604
0
    else if (g.MouseLastHoveredViewport == NULL)
14605
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14606
14607
    // Update mouse reference viewport
14608
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14609
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14610
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14611
0
        g.MouseViewport = g.MovingWindow->Viewport;
14612
0
    else
14613
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14614
14615
    // When dragging something, always refer to the last hovered viewport.
14616
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14617
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14618
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14619
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14620
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14621
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14622
0
        viewport_hovered = g.MouseLastHoveredViewport;
14623
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14624
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14625
0
            g.MouseViewport = viewport_hovered;
14626
14627
0
    IM_ASSERT(g.MouseViewport != NULL);
14628
0
}
14629
14630
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14631
static void ImGui::UpdateViewportsEndFrame()
14632
0
{
14633
0
    ImGuiContext& g = *GImGui;
14634
0
    g.PlatformIO.Viewports.resize(0);
14635
0
    for (int i = 0; i < g.Viewports.Size; i++)
14636
0
    {
14637
0
        ImGuiViewportP* viewport = g.Viewports[i];
14638
0
        viewport->LastPos = viewport->Pos;
14639
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14640
0
            if (i > 0) // Always include main viewport in the list
14641
0
                continue;
14642
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14643
0
            continue;
14644
0
        if (i > 0)
14645
0
            IM_ASSERT(viewport->Window != NULL);
14646
0
        g.PlatformIO.Viewports.push_back(viewport);
14647
0
    }
14648
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14649
0
}
14650
14651
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14652
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14653
0
{
14654
0
    ImGuiContext& g = *GImGui;
14655
0
    IM_ASSERT(id != 0);
14656
14657
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14658
0
    if (window != NULL)
14659
0
    {
14660
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14661
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14662
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14663
0
            flags |= ImGuiViewportFlags_NoInputs;
14664
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14665
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14666
0
    }
14667
14668
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14669
0
    if (viewport)
14670
0
    {
14671
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14672
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14673
0
            viewport->Pos = pos;
14674
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14675
0
            viewport->Size = size;
14676
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14677
0
    }
14678
0
    else
14679
0
    {
14680
        // New viewport
14681
0
        viewport = IM_NEW(ImGuiViewportP)();
14682
0
        viewport->ID = id;
14683
0
        viewport->Idx = g.Viewports.Size;
14684
0
        viewport->Pos = viewport->LastPos = pos;
14685
0
        viewport->Size = size;
14686
0
        viewport->Flags = flags;
14687
0
        UpdateViewportPlatformMonitor(viewport);
14688
0
        g.Viewports.push_back(viewport);
14689
0
        g.ViewportCreatedCount++;
14690
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14691
14692
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14693
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14694
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14695
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14696
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14697
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14698
14699
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14700
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14701
0
        if (viewport->PlatformMonitor != -1)
14702
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14703
0
    }
14704
14705
0
    viewport->Window = window;
14706
0
    viewport->LastFrameActive = g.FrameCount;
14707
0
    viewport->UpdateWorkRect();
14708
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14709
14710
0
    if (window != NULL)
14711
0
        window->ViewportOwned = true;
14712
14713
0
    return viewport;
14714
0
}
14715
14716
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14717
0
{
14718
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14719
0
    ImGuiContext& g = *GImGui;
14720
0
    for (ImGuiWindow* window : g.Windows)
14721
0
    {
14722
0
        if (window->Viewport != viewport)
14723
0
            continue;
14724
0
        window->Viewport = NULL;
14725
0
        window->ViewportOwned = false;
14726
0
    }
14727
0
    if (viewport == g.MouseLastHoveredViewport)
14728
0
        g.MouseLastHoveredViewport = NULL;
14729
14730
    // Destroy
14731
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14732
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14733
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14734
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14735
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14736
0
    IM_DELETE(viewport);
14737
0
}
14738
14739
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14740
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14741
0
{
14742
0
    ImGuiContext& g = *GImGui;
14743
0
    ImGuiWindowFlags flags = window->Flags;
14744
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14745
14746
    // Restore main viewport if multi-viewport is not supported by the backend
14747
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14748
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14749
0
    {
14750
0
        SetWindowViewport(window, main_viewport);
14751
0
        return;
14752
0
    }
14753
0
    window->ViewportOwned = false;
14754
14755
    // Appearing popups reset their viewport so they can inherit again
14756
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14757
0
    {
14758
0
        window->Viewport = NULL;
14759
0
        window->ViewportId = 0;
14760
0
    }
14761
14762
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14763
0
    {
14764
        // By default inherit from parent window
14765
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14766
0
            window->Viewport = window->ParentWindow->Viewport;
14767
14768
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14769
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14770
0
        {
14771
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14772
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14773
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14774
0
        }
14775
0
    }
14776
14777
0
    bool lock_viewport = false;
14778
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14779
0
    {
14780
        // Code explicitly request a viewport
14781
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14782
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14783
0
        if (window->Viewport && (window->Flags & ImGuiWindowFlags_DockNodeHost) != 0 && window->Viewport->Window != NULL)
14784
0
        {
14785
0
            window->Viewport->Window = window;
14786
0
            window->Viewport->ID = window->ViewportId = window->ID; // Overwrite ID (always owned by node)
14787
0
        }
14788
0
        lock_viewport = true;
14789
0
    }
14790
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14791
0
    {
14792
        // Always inherit viewport from parent window
14793
0
        if (window->DockNode && window->DockNode->HostWindow)
14794
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14795
0
        window->Viewport = window->ParentWindow->Viewport;
14796
0
    }
14797
0
    else if (window->DockNode && window->DockNode->HostWindow)
14798
0
    {
14799
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14800
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14801
0
    }
14802
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14803
0
    {
14804
0
        window->Viewport = g.MouseViewport;
14805
0
    }
14806
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14807
0
    {
14808
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14809
0
    }
14810
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14811
0
    {
14812
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14813
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14814
0
    }
14815
0
    else
14816
0
    {
14817
        // Merge into host viewport?
14818
        // We cannot test window->ViewportOwned as it set lower in the function.
14819
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14820
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14821
0
        if (try_to_merge_into_host_viewport)
14822
0
            UpdateTryMergeWindowIntoHostViewports(window);
14823
0
    }
14824
14825
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14826
0
    if (window->Viewport == NULL)
14827
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14828
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14829
14830
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14831
0
    if (!lock_viewport)
14832
0
    {
14833
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14834
0
        {
14835
            // We need to take account of the possibility that mouse may become invalid.
14836
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14837
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14838
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14839
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14840
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14841
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14842
0
            else
14843
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14844
0
        }
14845
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14846
0
        {
14847
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14848
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14849
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14850
0
            {
14851
                // Steal/transfer ownership
14852
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14853
0
                window->Viewport->Window = window;
14854
0
                window->Viewport->ID = window->ID;
14855
0
                window->Viewport->LastNameHash = 0;
14856
0
            }
14857
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14858
0
            {
14859
                // New viewport
14860
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14861
0
            }
14862
0
        }
14863
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14864
0
        {
14865
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14866
            // Child windows are kept contained within their parent.
14867
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14868
0
        }
14869
0
    }
14870
14871
    // Update flags
14872
0
    window->ViewportOwned = (window == window->Viewport->Window);
14873
0
    window->ViewportId = window->Viewport->ID;
14874
14875
    // If the OS window has a title bar, hide our imgui title bar
14876
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14877
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14878
0
}
14879
14880
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14881
0
{
14882
0
    ImGuiContext& g = *GImGui;
14883
14884
0
    bool viewport_rect_changed = false;
14885
14886
    // Synchronize window --> viewport in most situations
14887
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14888
0
    if (window->Viewport->PlatformRequestMove)
14889
0
    {
14890
0
        window->Pos = window->Viewport->Pos;
14891
0
        MarkIniSettingsDirty(window);
14892
0
    }
14893
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14894
0
    {
14895
0
        viewport_rect_changed = true;
14896
0
        window->Viewport->Pos = window->Pos;
14897
0
    }
14898
14899
0
    if (window->Viewport->PlatformRequestResize)
14900
0
    {
14901
0
        window->Size = window->SizeFull = window->Viewport->Size;
14902
0
        MarkIniSettingsDirty(window);
14903
0
    }
14904
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14905
0
    {
14906
0
        viewport_rect_changed = true;
14907
0
        window->Viewport->Size = window->Size;
14908
0
    }
14909
0
    window->Viewport->UpdateWorkRect();
14910
14911
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14912
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14913
0
    if (viewport_rect_changed)
14914
0
        UpdateViewportPlatformMonitor(window->Viewport);
14915
14916
    // Update common viewport flags
14917
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14918
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14919
0
    ImGuiWindowFlags window_flags = window->Flags;
14920
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14921
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14922
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14923
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14924
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14925
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14926
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14927
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14928
14929
    // Not correct to set modal as topmost because:
14930
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14931
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14932
    //if (flags & ImGuiWindowFlags_Modal)
14933
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14934
14935
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14936
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14937
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14938
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14939
0
    if (is_short_lived_floating_window && !is_modal)
14940
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14941
14942
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14943
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14944
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14945
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14946
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14947
14948
    // We can also tell the backend that clearing the platform window won't be necessary,
14949
    // as our window background is filling the viewport and we have disabled BgAlpha.
14950
    // FIXME: Work on support for per-viewport transparency (#2766)
14951
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14952
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14953
14954
0
    window->Viewport->Flags = viewport_flags;
14955
14956
    // Update parent viewport ID
14957
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14958
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14959
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14960
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14961
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14962
0
    else
14963
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14964
0
}
14965
14966
// Called by user at the end of the main loop, after EndFrame()
14967
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14968
void ImGui::UpdatePlatformWindows()
14969
0
{
14970
0
    ImGuiContext& g = *GImGui;
14971
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14972
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14973
0
    g.FrameCountPlatformEnded = g.FrameCount;
14974
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14975
0
        return;
14976
14977
    // Create/resize/destroy platform windows to match each active viewport.
14978
    // Skip the main viewport (index 0), which is always fully handled by the application!
14979
0
    for (int i = 1; i < g.Viewports.Size; i++)
14980
0
    {
14981
0
        ImGuiViewportP* viewport = g.Viewports[i];
14982
14983
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14984
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14985
0
        bool destroy_platform_window = false;
14986
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14987
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14988
0
        if (destroy_platform_window)
14989
0
        {
14990
0
            DestroyPlatformWindow(viewport);
14991
0
            continue;
14992
0
        }
14993
14994
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14995
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14996
0
            continue;
14997
14998
        // Create window
14999
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
15000
0
        if (is_new_platform_window)
15001
0
        {
15002
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15003
0
            g.PlatformIO.Platform_CreateWindow(viewport);
15004
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
15005
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
15006
0
            g.PlatformWindowsCreatedCount++;
15007
0
            viewport->LastNameHash = 0;
15008
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
15009
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
15010
0
            viewport->PlatformWindowCreated = true;
15011
0
        }
15012
15013
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
15014
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
15015
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
15016
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
15017
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
15018
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
15019
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
15020
0
        viewport->LastPlatformPos = viewport->Pos;
15021
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
15022
15023
        // Update title bar (if it changed)
15024
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
15025
0
        {
15026
0
            const char* title_begin = window_for_title->Name;
15027
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
15028
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
15029
0
            if (viewport->LastNameHash != title_hash)
15030
0
            {
15031
0
                char title_end_backup_c = *title_end;
15032
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
15033
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
15034
0
                *title_end = title_end_backup_c;
15035
0
                viewport->LastNameHash = title_hash;
15036
0
            }
15037
0
        }
15038
15039
        // Update alpha (if it changed)
15040
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
15041
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
15042
0
        viewport->LastAlpha = viewport->Alpha;
15043
15044
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
15045
0
        if (g.PlatformIO.Platform_UpdateWindow)
15046
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
15047
15048
0
        if (is_new_platform_window)
15049
0
        {
15050
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
15051
0
            if (g.FrameCount < 3)
15052
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
15053
15054
            // Show window
15055
0
            g.PlatformIO.Platform_ShowWindow(viewport);
15056
15057
            // Even without focus, we assume the window becomes front-most.
15058
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
15059
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
15060
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
15061
0
        }
15062
15063
        // Clear request flags
15064
0
        viewport->ClearRequestFlags();
15065
0
    }
15066
0
}
15067
15068
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
15069
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
15070
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
15071
//
15072
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15073
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15074
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15075
//            MyRenderFunction(platform_io.Viewports[i], my_args);
15076
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
15077
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
15078
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
15079
//
15080
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
15081
0
{
15082
    // Skip the main viewport (index 0), which is always fully handled by the application!
15083
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
15084
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15085
0
    {
15086
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15087
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15088
0
            continue;
15089
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
15090
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
15091
0
    }
15092
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
15093
0
    {
15094
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
15095
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
15096
0
            continue;
15097
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
15098
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
15099
0
    }
15100
0
}
15101
15102
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
15103
0
{
15104
0
    ImGuiContext& g = *GImGui;
15105
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
15106
0
    {
15107
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15108
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
15109
0
            return monitor_n;
15110
0
    }
15111
0
    return -1;
15112
0
}
15113
15114
// Search for the monitor with the largest intersection area with the given rectangle
15115
// We generally try to avoid searching loops but the monitor count should be very small here
15116
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
15117
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
15118
0
{
15119
0
    ImGuiContext& g = *GImGui;
15120
15121
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
15122
0
    if (monitor_count <= 1)
15123
0
        return monitor_count - 1;
15124
15125
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
15126
    // This is necessary for tooltips which always resize down to zero at first.
15127
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
15128
0
    int best_monitor_n = -1;
15129
0
    float best_monitor_surface = 0.001f;
15130
15131
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
15132
0
    {
15133
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
15134
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
15135
0
        if (monitor_rect.Contains(rect))
15136
0
            return monitor_n;
15137
0
        ImRect overlapping_rect = rect;
15138
0
        overlapping_rect.ClipWithFull(monitor_rect);
15139
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
15140
0
        if (overlapping_surface < best_monitor_surface)
15141
0
            continue;
15142
0
        best_monitor_surface = overlapping_surface;
15143
0
        best_monitor_n = monitor_n;
15144
0
    }
15145
0
    return best_monitor_n;
15146
0
}
15147
15148
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
15149
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
15150
0
{
15151
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
15152
0
}
15153
15154
// Return value is always != NULL, but don't hold on it across frames.
15155
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
15156
0
{
15157
0
    ImGuiContext& g = *GImGui;
15158
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
15159
0
    int monitor_idx = viewport->PlatformMonitor;
15160
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
15161
0
        return &g.PlatformIO.Monitors[monitor_idx];
15162
0
    return &g.FallbackMonitor;
15163
0
}
15164
15165
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
15166
0
{
15167
0
    ImGuiContext& g = *GImGui;
15168
0
    if (viewport->PlatformWindowCreated)
15169
0
    {
15170
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Destroy Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
15171
0
        if (g.PlatformIO.Renderer_DestroyWindow)
15172
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
15173
0
        if (g.PlatformIO.Platform_DestroyWindow)
15174
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
15175
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
15176
15177
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
15178
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
15179
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
15180
0
            viewport->PlatformWindowCreated = false;
15181
0
    }
15182
0
    else
15183
0
    {
15184
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
15185
0
    }
15186
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
15187
0
    viewport->ClearRequestFlags();
15188
0
}
15189
15190
void ImGui::DestroyPlatformWindows()
15191
0
{
15192
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
15193
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
15194
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
15195
    // code to operator a consistent manner.
15196
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
15197
    // crashing if it doesn't have data stored.
15198
0
    ImGuiContext& g = *GImGui;
15199
0
    for (ImGuiViewportP* viewport : g.Viewports)
15200
0
        DestroyPlatformWindow(viewport);
15201
0
}
15202
15203
15204
//-----------------------------------------------------------------------------
15205
// [SECTION] DOCKING
15206
//-----------------------------------------------------------------------------
15207
// Docking: Internal Types
15208
// Docking: Forward Declarations
15209
// Docking: ImGuiDockContext
15210
// Docking: ImGuiDockContext Docking/Undocking functions
15211
// Docking: ImGuiDockNode
15212
// Docking: ImGuiDockNode Tree manipulation functions
15213
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
15214
// Docking: Builder Functions
15215
// Docking: Begin/End Support Functions (called from Begin/End)
15216
// Docking: Settings
15217
//-----------------------------------------------------------------------------
15218
15219
//-----------------------------------------------------------------------------
15220
// Typical Docking call flow: (root level is generally public API):
15221
//-----------------------------------------------------------------------------
15222
// - NewFrame()                               new dear imgui frame
15223
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
15224
//    | - DockContextProcessUndockWindow()    - process one window undocking request
15225
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
15226
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
15227
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
15228
//    | - DockContextProcessDock()            - process one docking request
15229
//    | - DockNodeUpdate()
15230
//    |   - DockNodeUpdateForRootNode()
15231
//    |     - DockNodeUpdateFlagsAndCollapse()
15232
//    |     - DockNodeFindInfo()
15233
//    |   - destroy unused node or tab bar
15234
//    |   - create dock node host window
15235
//    |      - Begin() etc.
15236
//    |   - DockNodeStartMouseMovingWindow()
15237
//    |   - DockNodeTreeUpdatePosSize()
15238
//    |   - DockNodeTreeUpdateSplitter()
15239
//    |   - draw node background
15240
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
15241
//    |     - DockNodeAddTabBar()
15242
//    |     - DockNodeWindowMenuUpdate()
15243
//    |     - DockNodeCalcTabBarLayout()
15244
//    |     - BeginTabBarEx()
15245
//    |     - TabItemEx() calls
15246
//    |     - EndTabBar()
15247
//    |   - BeginDockableDragDropTarget()
15248
//    |      - DockNodeUpdate()               - recurse into child nodes...
15249
//-----------------------------------------------------------------------------
15250
// - DockSpace()                              user submit a dockspace into a window
15251
//    | Begin(Child)                          - create a child window
15252
//    | DockNodeUpdate()                      - call main dock node update function
15253
//    | End(Child)
15254
//    | ItemSize()
15255
//-----------------------------------------------------------------------------
15256
// - Begin()
15257
//    | BeginDocked()
15258
//    | BeginDockableDragDropSource()
15259
//    | BeginDockableDragDropTarget()
15260
//    | - DockNodePreviewDockRender()
15261
//-----------------------------------------------------------------------------
15262
// - EndFrame()
15263
//    | DockContextEndFrame()
15264
//-----------------------------------------------------------------------------
15265
15266
//-----------------------------------------------------------------------------
15267
// Docking: Internal Types
15268
//-----------------------------------------------------------------------------
15269
// - ImGuiDockRequestType
15270
// - ImGuiDockRequest
15271
// - ImGuiDockPreviewData
15272
// - ImGuiDockNodeSettings
15273
// - ImGuiDockContext
15274
//-----------------------------------------------------------------------------
15275
15276
enum ImGuiDockRequestType
15277
{
15278
    ImGuiDockRequestType_None = 0,
15279
    ImGuiDockRequestType_Dock,
15280
    ImGuiDockRequestType_Undock,
15281
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
15282
};
15283
15284
struct ImGuiDockRequest
15285
{
15286
    ImGuiDockRequestType    Type;
15287
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
15288
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
15289
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
15290
    ImGuiDir                DockSplitDir;
15291
    float                   DockSplitRatio;
15292
    bool                    DockSplitOuter;
15293
    ImGuiWindow*            UndockTargetWindow;
15294
    ImGuiDockNode*          UndockTargetNode;
15295
15296
    ImGuiDockRequest()
15297
0
    {
15298
0
        Type = ImGuiDockRequestType_None;
15299
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
15300
0
        DockTargetNode = UndockTargetNode = NULL;
15301
0
        DockSplitDir = ImGuiDir_None;
15302
0
        DockSplitRatio = 0.5f;
15303
0
        DockSplitOuter = false;
15304
0
    }
15305
};
15306
15307
struct ImGuiDockPreviewData
15308
{
15309
    ImGuiDockNode   FutureNode;
15310
    bool            IsDropAllowed;
15311
    bool            IsCenterAvailable;
15312
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
15313
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
15314
    ImGuiDockNode*  SplitNode;
15315
    ImGuiDir        SplitDir;
15316
    float           SplitRatio;
15317
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
15318
15319
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
15320
};
15321
15322
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
15323
struct ImGuiDockNodeSettings
15324
{
15325
    ImGuiID             ID;
15326
    ImGuiID             ParentNodeId;
15327
    ImGuiID             ParentWindowId;
15328
    ImGuiID             SelectedTabId;
15329
    signed char         SplitAxis;
15330
    char                Depth;
15331
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
15332
    ImVec2ih            Pos;
15333
    ImVec2ih            Size;
15334
    ImVec2ih            SizeRef;
15335
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
15336
};
15337
15338
//-----------------------------------------------------------------------------
15339
// Docking: Forward Declarations
15340
//-----------------------------------------------------------------------------
15341
15342
namespace ImGui
15343
{
15344
    // ImGuiDockContext
15345
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
15346
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
15347
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
15348
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
15349
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
15350
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
15351
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
15352
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
15353
15354
    // ImGuiDockNode
15355
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
15356
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15357
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
15358
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
15359
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
15360
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
15361
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
15362
    static void             DockNodeUpdate(ImGuiDockNode* node);
15363
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
15364
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
15365
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
15366
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
15367
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
15368
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
15369
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
15370
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
15371
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
15372
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
15373
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
15374
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
15375
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
15376
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
15377
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
15378
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
15379
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
15380
15381
    // ImGuiDockNode tree manipulations
15382
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
15383
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
15384
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
15385
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
15386
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
15387
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
15388
15389
    // Settings
15390
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
15391
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
15392
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
15393
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
15394
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
15395
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
15396
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
15397
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
15398
}
15399
15400
//-----------------------------------------------------------------------------
15401
// Docking: ImGuiDockContext
15402
//-----------------------------------------------------------------------------
15403
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
15404
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
15405
// At boot time only, we run a simple GC to remove nodes that have no references.
15406
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
15407
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
15408
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
15409
//-----------------------------------------------------------------------------
15410
// - DockContextInitialize()
15411
// - DockContextShutdown()
15412
// - DockContextClearNodes()
15413
// - DockContextRebuildNodes()
15414
// - DockContextNewFrameUpdateUndocking()
15415
// - DockContextNewFrameUpdateDocking()
15416
// - DockContextEndFrame()
15417
// - DockContextFindNodeByID()
15418
// - DockContextBindNodeToWindow()
15419
// - DockContextGenNodeID()
15420
// - DockContextAddNode()
15421
// - DockContextRemoveNode()
15422
// - ImGuiDockContextPruneNodeData
15423
// - DockContextPruneUnusedSettingsNodes()
15424
// - DockContextBuildNodesFromSettings()
15425
// - DockContextBuildAddWindowsToNodes()
15426
//-----------------------------------------------------------------------------
15427
15428
void ImGui::DockContextInitialize(ImGuiContext* ctx)
15429
0
{
15430
0
    ImGuiContext& g = *ctx;
15431
15432
    // Add .ini handle for persistent docking data
15433
0
    ImGuiSettingsHandler ini_handler;
15434
0
    ini_handler.TypeName = "Docking";
15435
0
    ini_handler.TypeHash = ImHashStr("Docking");
15436
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
15437
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
15438
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
15439
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
15440
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
15441
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
15442
0
    g.SettingsHandlers.push_back(ini_handler);
15443
15444
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
15445
0
}
15446
15447
void ImGui::DockContextShutdown(ImGuiContext* ctx)
15448
0
{
15449
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15450
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15451
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15452
0
            IM_DELETE(node);
15453
0
}
15454
15455
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15456
0
{
15457
0
    IM_UNUSED(ctx);
15458
0
    IM_ASSERT(ctx == GImGui);
15459
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15460
0
    DockBuilderRemoveNodeChildNodes(root_id);
15461
0
}
15462
15463
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15464
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15465
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15466
0
{
15467
0
    ImGuiContext& g = *ctx;
15468
0
    ImGuiDockContext* dc = &ctx->DockContext;
15469
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15470
0
    SaveIniSettingsToMemory();
15471
0
    ImGuiID root_id = 0; // Rebuild all
15472
0
    DockContextClearNodes(ctx, root_id, false);
15473
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15474
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15475
0
}
15476
15477
// Docking context update function, called by NewFrame()
15478
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15479
0
{
15480
0
    ImGuiContext& g = *ctx;
15481
0
    ImGuiDockContext* dc = &ctx->DockContext;
15482
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15483
0
    {
15484
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15485
0
            DockContextClearNodes(ctx, 0, true);
15486
0
        return;
15487
0
    }
15488
15489
    // Setting NoSplit at runtime merges all nodes
15490
0
    if (g.IO.ConfigDockingNoSplit)
15491
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15492
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15493
0
                if (node->IsRootNode() && node->IsSplitNode())
15494
0
                {
15495
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15496
                    //dc->WantFullRebuild = true;
15497
0
                }
15498
15499
    // Process full rebuild
15500
#if 0
15501
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15502
        dc->WantFullRebuild = true;
15503
#endif
15504
0
    if (dc->WantFullRebuild)
15505
0
    {
15506
0
        DockContextRebuildNodes(ctx);
15507
0
        dc->WantFullRebuild = false;
15508
0
    }
15509
15510
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15511
0
    for (ImGuiDockRequest& req : dc->Requests)
15512
0
    {
15513
0
        if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetWindow)
15514
0
            DockContextProcessUndockWindow(ctx, req.UndockTargetWindow);
15515
0
        else if (req.Type == ImGuiDockRequestType_Undock && req.UndockTargetNode)
15516
0
            DockContextProcessUndockNode(ctx, req.UndockTargetNode);
15517
0
    }
15518
0
}
15519
15520
// Docking context update function, called by NewFrame()
15521
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15522
0
{
15523
0
    ImGuiContext& g = *ctx;
15524
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15525
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15526
0
        return;
15527
15528
    // [DEBUG] Store hovered dock node.
15529
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15530
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15531
0
    g.DebugHoveredDockNode = NULL;
15532
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15533
0
    {
15534
0
        if (hovered_window->DockNodeAsHost)
15535
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15536
0
        else if (hovered_window->RootWindow->DockNode)
15537
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15538
0
    }
15539
15540
    // Process Docking requests
15541
0
    for (ImGuiDockRequest& req : dc->Requests)
15542
0
        if (req.Type == ImGuiDockRequestType_Dock)
15543
0
            DockContextProcessDock(ctx, &req);
15544
0
    dc->Requests.resize(0);
15545
15546
    // Create windows for each automatic docking nodes
15547
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15548
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15549
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15550
0
            if (node->IsFloatingNode())
15551
0
                DockNodeUpdate(node);
15552
0
}
15553
15554
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15555
0
{
15556
    // Draw backgrounds of node missing their window
15557
0
    ImGuiContext& g = *ctx;
15558
0
    ImGuiDockContext* dc = &g.DockContext;
15559
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15560
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15561
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15562
0
            {
15563
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15564
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), g.Style.DockingSeparatorSize);
15565
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15566
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15567
0
            }
15568
0
}
15569
15570
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15571
0
{
15572
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15573
0
}
15574
15575
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15576
0
{
15577
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15578
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15579
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15580
0
    ImGuiID id = 0x0001;
15581
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15582
0
        id++;
15583
0
    return id;
15584
0
}
15585
15586
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15587
0
{
15588
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15589
0
    ImGuiContext& g = *ctx;
15590
0
    if (id == 0)
15591
0
        id = DockContextGenNodeID(ctx);
15592
0
    else
15593
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15594
15595
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15596
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15597
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15598
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15599
0
    return node;
15600
0
}
15601
15602
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15603
0
{
15604
0
    ImGuiContext& g = *ctx;
15605
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15606
15607
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15608
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15609
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15610
0
    IM_ASSERT(node->Windows.Size == 0);
15611
15612
0
    if (node->HostWindow)
15613
0
        node->HostWindow->DockNodeAsHost = NULL;
15614
15615
0
    ImGuiDockNode* parent_node = node->ParentNode;
15616
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15617
0
    if (merge)
15618
0
    {
15619
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15620
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15621
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15622
0
    }
15623
0
    else
15624
0
    {
15625
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15626
0
            if (parent_node->ChildNodes[n] == node)
15627
0
                node->ParentNode->ChildNodes[n] = NULL;
15628
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15629
0
        IM_DELETE(node);
15630
0
    }
15631
0
}
15632
15633
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15634
0
{
15635
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15636
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15637
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15638
0
}
15639
15640
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15641
struct ImGuiDockContextPruneNodeData
15642
{
15643
    int         CountWindows, CountChildWindows, CountChildNodes;
15644
    ImGuiID     RootId;
15645
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15646
};
15647
15648
// Garbage collect unused nodes (run once at init time)
15649
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15650
0
{
15651
0
    ImGuiContext& g = *ctx;
15652
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15653
0
    IM_ASSERT(g.Windows.Size == 0);
15654
15655
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15656
0
    pool.Reserve(dc->NodesSettings.Size);
15657
15658
    // Count child nodes and compute RootID
15659
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15660
0
    {
15661
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15662
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15663
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15664
0
        if (settings->ParentNodeId)
15665
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15666
0
    }
15667
15668
    // Count reference to dock ids from dockspaces
15669
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15670
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15671
0
    {
15672
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15673
0
        if (settings->ParentWindowId != 0)
15674
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15675
0
                if (window_settings->DockId)
15676
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15677
0
                        data->CountChildNodes++;
15678
0
    }
15679
15680
    // Count reference to dock ids from window settings
15681
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15682
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15683
0
        if (ImGuiID dock_id = settings->DockId)
15684
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15685
0
            {
15686
0
                data->CountWindows++;
15687
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15688
0
                    data_root->CountChildWindows++;
15689
0
            }
15690
15691
    // Prune
15692
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15693
0
    {
15694
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15695
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15696
0
        if (data->CountWindows > 1)
15697
0
            continue;
15698
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15699
15700
0
        bool remove = false;
15701
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15702
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15703
0
        remove |= (data_root->CountChildWindows == 0);
15704
0
        if (remove)
15705
0
        {
15706
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15707
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15708
0
            settings->ID = 0;
15709
0
        }
15710
0
    }
15711
0
}
15712
15713
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15714
0
{
15715
    // Build nodes
15716
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15717
0
    {
15718
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15719
0
        if (settings->ID == 0)
15720
0
            continue;
15721
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15722
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15723
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15724
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15725
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15726
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15727
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15728
0
            node->ParentNode->ChildNodes[0] = node;
15729
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15730
0
            node->ParentNode->ChildNodes[1] = node;
15731
0
        node->SelectedTabId = settings->SelectedTabId;
15732
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15733
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15734
15735
        // Bind host window immediately if it already exist (in case of a rebuild)
15736
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15737
0
        char host_window_title[20];
15738
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15739
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15740
0
    }
15741
0
}
15742
15743
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15744
0
{
15745
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15746
0
    ImGuiContext& g = *ctx;
15747
0
    for (ImGuiWindow* window : g.Windows)
15748
0
    {
15749
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15750
0
            continue;
15751
0
        if (window->DockNode != NULL)
15752
0
            continue;
15753
15754
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15755
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15756
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15757
0
            DockNodeAddWindow(node, window, true);
15758
0
    }
15759
0
}
15760
15761
//-----------------------------------------------------------------------------
15762
// Docking: ImGuiDockContext Docking/Undocking functions
15763
//-----------------------------------------------------------------------------
15764
// - DockContextQueueDock()
15765
// - DockContextQueueUndockWindow()
15766
// - DockContextQueueUndockNode()
15767
// - DockContextQueueNotifyRemovedNode()
15768
// - DockContextProcessDock()
15769
// - DockContextProcessUndockWindow()
15770
// - DockContextProcessUndockNode()
15771
// - DockContextCalcDropPosForDocking()
15772
//-----------------------------------------------------------------------------
15773
15774
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15775
0
{
15776
0
    IM_ASSERT(target != payload);
15777
0
    ImGuiDockRequest req;
15778
0
    req.Type = ImGuiDockRequestType_Dock;
15779
0
    req.DockTargetWindow = target;
15780
0
    req.DockTargetNode = target_node;
15781
0
    req.DockPayload = payload;
15782
0
    req.DockSplitDir = split_dir;
15783
0
    req.DockSplitRatio = split_ratio;
15784
0
    req.DockSplitOuter = split_outer;
15785
0
    ctx->DockContext.Requests.push_back(req);
15786
0
}
15787
15788
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15789
0
{
15790
0
    ImGuiDockRequest req;
15791
0
    req.Type = ImGuiDockRequestType_Undock;
15792
0
    req.UndockTargetWindow = window;
15793
0
    ctx->DockContext.Requests.push_back(req);
15794
0
}
15795
15796
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15797
0
{
15798
0
    ImGuiDockRequest req;
15799
0
    req.Type = ImGuiDockRequestType_Undock;
15800
0
    req.UndockTargetNode = node;
15801
0
    ctx->DockContext.Requests.push_back(req);
15802
0
}
15803
15804
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15805
0
{
15806
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15807
0
    for (ImGuiDockRequest& req : dc->Requests)
15808
0
        if (req.DockTargetNode == node)
15809
0
            req.Type = ImGuiDockRequestType_None;
15810
0
}
15811
15812
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15813
0
{
15814
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15815
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15816
15817
0
    ImGuiContext& g = *ctx;
15818
0
    IM_UNUSED(g);
15819
15820
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15821
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15822
0
    ImGuiDockNode* node = req->DockTargetNode;
15823
0
    if (payload_window)
15824
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15825
0
    else
15826
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15827
15828
    // Decide which Tab will be selected at the end of the operation
15829
0
    ImGuiID next_selected_id = 0;
15830
0
    ImGuiDockNode* payload_node = NULL;
15831
0
    if (payload_window)
15832
0
    {
15833
0
        payload_node = payload_window->DockNodeAsHost;
15834
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15835
0
        if (payload_node && payload_node->IsLeafNode())
15836
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15837
0
        if (payload_node == NULL)
15838
0
            next_selected_id = payload_window->TabId;
15839
0
    }
15840
15841
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15842
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15843
0
    if (node)
15844
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15845
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15846
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15847
15848
    // Create new node and add existing window to it
15849
0
    if (node == NULL)
15850
0
    {
15851
0
        node = DockContextAddNode(ctx, 0);
15852
0
        node->Pos = target_window->Pos;
15853
0
        node->Size = target_window->Size;
15854
0
        if (target_window->DockNodeAsHost == NULL)
15855
0
        {
15856
0
            DockNodeAddWindow(node, target_window, true);
15857
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15858
0
            target_window->DockIsActive = true;
15859
0
        }
15860
0
    }
15861
15862
0
    ImGuiDir split_dir = req->DockSplitDir;
15863
0
    if (split_dir != ImGuiDir_None)
15864
0
    {
15865
        // Split into two, one side will be our payload node unless we are dropping a loose window
15866
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15867
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15868
0
        const float split_ratio = req->DockSplitRatio;
15869
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15870
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15871
0
        new_node->HostWindow = node->HostWindow;
15872
0
        node = new_node;
15873
0
    }
15874
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15875
15876
0
    if (node != payload_node)
15877
0
    {
15878
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15879
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15880
0
        {
15881
0
            DockNodeAddTabBar(node);
15882
0
            for (int n = 0; n < node->Windows.Size; n++)
15883
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15884
0
        }
15885
15886
0
        if (payload_node != NULL)
15887
0
        {
15888
            // Transfer full payload node (with 1+ child windows or child nodes)
15889
0
            if (payload_node->IsSplitNode())
15890
0
            {
15891
0
                if (node->Windows.Size > 0)
15892
0
                {
15893
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15894
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15895
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15896
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15897
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15898
0
                    if (visible_node->TabBar)
15899
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15900
0
                    DockNodeMoveWindows(node, visible_node);
15901
0
                    DockNodeMoveWindows(visible_node, node);
15902
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15903
0
                }
15904
0
                if (node->IsCentralNode())
15905
0
                {
15906
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15907
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15908
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15909
0
                    IM_ASSERT(last_focused_node != NULL);
15910
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15911
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15912
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15913
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15914
0
                    last_focused_root_node->CentralNode = last_focused_node;
15915
0
                }
15916
15917
0
                IM_ASSERT(node->Windows.Size == 0);
15918
0
                DockNodeMoveChildNodes(node, payload_node);
15919
0
            }
15920
0
            else
15921
0
            {
15922
0
                const ImGuiID payload_dock_id = payload_node->ID;
15923
0
                DockNodeMoveWindows(node, payload_node);
15924
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15925
0
            }
15926
0
            DockContextRemoveNode(ctx, payload_node, true);
15927
0
        }
15928
0
        else if (payload_window)
15929
0
        {
15930
            // Transfer single window
15931
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15932
0
            node->VisibleWindow = payload_window;
15933
0
            DockNodeAddWindow(node, payload_window, true);
15934
0
            if (payload_dock_id != 0)
15935
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15936
0
        }
15937
0
    }
15938
0
    else
15939
0
    {
15940
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15941
0
        node->WantHiddenTabBarUpdate = true;
15942
0
    }
15943
15944
    // Update selection immediately
15945
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15946
0
        tab_bar->NextSelectedTabId = next_selected_id;
15947
0
    MarkIniSettingsDirty();
15948
0
}
15949
15950
// Problem:
15951
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15952
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15953
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15954
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15955
// Solution:
15956
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15957
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15958
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15959
0
{
15960
0
    if (ref_viewport == NULL)
15961
0
        return size;
15962
15963
0
    ImGuiContext& g = *GImGui;
15964
0
    ImVec2 max_size = ImTrunc(ref_viewport->WorkSize * 0.90f);
15965
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15966
0
    {
15967
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15968
0
        max_size = ImTrunc(monitor->WorkSize * 0.90f);
15969
0
    }
15970
0
    return ImMin(size, max_size);
15971
0
}
15972
15973
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15974
0
{
15975
0
    ImGuiContext& g = *ctx;
15976
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15977
0
    if (window->DockNode)
15978
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15979
0
    else
15980
0
        window->DockId = 0;
15981
0
    window->Collapsed = false;
15982
0
    window->DockIsActive = false;
15983
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15984
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15985
15986
0
    MarkIniSettingsDirty();
15987
0
}
15988
15989
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15990
0
{
15991
0
    ImGuiContext& g = *ctx;
15992
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15993
0
    IM_ASSERT(node->IsLeafNode());
15994
0
    IM_ASSERT(node->Windows.Size >= 1);
15995
15996
0
    if (node->IsRootNode() || node->IsCentralNode())
15997
0
    {
15998
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15999
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
16000
0
        new_node->Pos = node->Pos;
16001
0
        new_node->Size = node->Size;
16002
0
        new_node->SizeRef = node->SizeRef;
16003
0
        DockNodeMoveWindows(new_node, node);
16004
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
16005
0
        node = new_node;
16006
0
    }
16007
0
    else
16008
0
    {
16009
        // Otherwise extract our node and merge our sibling back into the parent node.
16010
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16011
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
16012
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
16013
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
16014
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
16015
0
        node->ParentNode = NULL;
16016
0
    }
16017
0
    for (ImGuiWindow* window : node->Windows)
16018
0
    {
16019
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16020
0
        if (window->ParentWindow)
16021
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
16022
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
16023
0
    }
16024
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16025
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
16026
0
    node->WantMouseMove = true;
16027
0
    MarkIniSettingsDirty();
16028
0
}
16029
16030
// This is mostly used for automation.
16031
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
16032
0
{
16033
0
    if (target != NULL && target_node == NULL)
16034
0
        target_node = target->DockNode;
16035
16036
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
16037
    // (which would be functionally identical) we only show the outer one. Reflect this here.
16038
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
16039
0
        split_outer = true;
16040
0
    ImGuiDockPreviewData split_data;
16041
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
16042
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
16043
0
        return false;
16044
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
16045
0
    return true;
16046
0
}
16047
16048
//-----------------------------------------------------------------------------
16049
// Docking: ImGuiDockNode
16050
//-----------------------------------------------------------------------------
16051
// - DockNodeGetTabOrder()
16052
// - DockNodeAddWindow()
16053
// - DockNodeRemoveWindow()
16054
// - DockNodeMoveChildNodes()
16055
// - DockNodeMoveWindows()
16056
// - DockNodeApplyPosSizeToWindows()
16057
// - DockNodeHideHostWindow()
16058
// - ImGuiDockNodeFindInfoResults
16059
// - DockNodeFindInfo()
16060
// - DockNodeFindWindowByID()
16061
// - DockNodeUpdateFlagsAndCollapse()
16062
// - DockNodeUpdateHasCentralNodeFlag()
16063
// - DockNodeUpdateVisibleFlag()
16064
// - DockNodeStartMouseMovingWindow()
16065
// - DockNodeUpdate()
16066
// - DockNodeUpdateWindowMenu()
16067
// - DockNodeBeginAmendTabBar()
16068
// - DockNodeEndAmendTabBar()
16069
// - DockNodeUpdateTabBar()
16070
// - DockNodeAddTabBar()
16071
// - DockNodeRemoveTabBar()
16072
// - DockNodeIsDropAllowedOne()
16073
// - DockNodeIsDropAllowed()
16074
// - DockNodeCalcTabBarLayout()
16075
// - DockNodeCalcSplitRects()
16076
// - DockNodeCalcDropRectsAndTestMousePos()
16077
// - DockNodePreviewDockSetup()
16078
// - DockNodePreviewDockRender()
16079
//-----------------------------------------------------------------------------
16080
16081
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
16082
0
{
16083
0
    ID = id;
16084
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
16085
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
16086
0
    TabBar = NULL;
16087
0
    SplitAxis = ImGuiAxis_None;
16088
16089
0
    State = ImGuiDockNodeState_Unknown;
16090
0
    LastBgColor = IM_COL32_WHITE;
16091
0
    HostWindow = VisibleWindow = NULL;
16092
0
    CentralNode = OnlyNodeWithWindows = NULL;
16093
0
    CountNodeWithWindows = 0;
16094
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
16095
0
    LastFocusedNodeId = 0;
16096
0
    SelectedTabId = 0;
16097
0
    WantCloseTabId = 0;
16098
0
    RefViewportId = 0;
16099
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
16100
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
16101
0
    IsVisible = true;
16102
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
16103
0
    IsBgDrawnThisFrame = false;
16104
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
16105
0
}
16106
16107
ImGuiDockNode::~ImGuiDockNode()
16108
0
{
16109
0
    IM_DELETE(TabBar);
16110
0
    TabBar = NULL;
16111
0
    ChildNodes[0] = ChildNodes[1] = NULL;
16112
0
}
16113
16114
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
16115
0
{
16116
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
16117
0
    if (tab_bar == NULL)
16118
0
        return -1;
16119
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
16120
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
16121
0
}
16122
16123
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
16124
0
{
16125
0
    window->Hidden = true;
16126
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
16127
0
}
16128
16129
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
16130
0
{
16131
0
    ImGuiContext& g = *GImGui; (void)g;
16132
0
    if (window->DockNode)
16133
0
    {
16134
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
16135
0
        IM_ASSERT(window->DockNode->ID != node->ID);
16136
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
16137
0
    }
16138
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
16139
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16140
16141
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
16142
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
16143
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
16144
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
16145
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
16146
16147
0
    node->Windows.push_back(window);
16148
0
    node->WantHiddenTabBarUpdate = true;
16149
0
    window->DockNode = node;
16150
0
    window->DockId = node->ID;
16151
0
    window->DockIsActive = (node->Windows.Size > 1);
16152
0
    window->DockTabWantClose = false;
16153
16154
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
16155
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
16156
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
16157
0
    {
16158
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
16159
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
16160
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
16161
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
16162
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
16163
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
16164
0
    }
16165
16166
    // Add to tab bar if requested
16167
0
    if (add_to_tab_bar)
16168
0
    {
16169
0
        if (node->TabBar == NULL)
16170
0
        {
16171
0
            DockNodeAddTabBar(node);
16172
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
16173
16174
            // Add existing windows
16175
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
16176
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
16177
0
        }
16178
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
16179
0
    }
16180
16181
0
    DockNodeUpdateVisibleFlag(node);
16182
16183
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
16184
0
    if (node->HostWindow)
16185
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
16186
0
}
16187
16188
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
16189
0
{
16190
0
    ImGuiContext& g = *GImGui;
16191
0
    IM_ASSERT(window->DockNode == node);
16192
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
16193
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
16194
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
16195
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
16196
16197
0
    window->DockNode = NULL;
16198
0
    window->DockIsActive = window->DockTabWantClose = false;
16199
0
    window->DockId = save_dock_id;
16200
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
16201
0
    if (window->ParentWindow)
16202
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
16203
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
16204
16205
0
    if (node->HostWindow && node->HostWindow->ViewportOwned)
16206
0
    {
16207
        // When undocking from a user interaction this will always run in NewFrame() and have not much effect.
16208
        // But mid-frame, if we clear viewport we need to mark window as hidden as well.
16209
0
        window->Viewport = NULL;
16210
0
        window->ViewportId = 0;
16211
0
        window->ViewportOwned = false;
16212
0
        window->Hidden = true;
16213
0
    }
16214
16215
    // Remove window
16216
0
    bool erased = false;
16217
0
    for (int n = 0; n < node->Windows.Size; n++)
16218
0
        if (node->Windows[n] == window)
16219
0
        {
16220
0
            node->Windows.erase(node->Windows.Data + n);
16221
0
            erased = true;
16222
0
            break;
16223
0
        }
16224
0
    if (!erased)
16225
0
        IM_ASSERT(erased);
16226
0
    if (node->VisibleWindow == window)
16227
0
        node->VisibleWindow = NULL;
16228
16229
    // Remove tab and possibly tab bar
16230
0
    node->WantHiddenTabBarUpdate = true;
16231
0
    if (node->TabBar)
16232
0
    {
16233
0
        TabBarRemoveTab(node->TabBar, window->TabId);
16234
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
16235
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
16236
0
            DockNodeRemoveTabBar(node);
16237
0
    }
16238
16239
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
16240
0
    {
16241
        // Automatic dock node delete themselves if they are not holding at least one tab
16242
0
        DockContextRemoveNode(&g, node, true);
16243
0
        return;
16244
0
    }
16245
16246
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
16247
0
    {
16248
0
        ImGuiWindow* remaining_window = node->Windows[0];
16249
        // Note: we used to transport viewport ownership here.
16250
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
16251
0
    }
16252
16253
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
16254
0
    DockNodeUpdateVisibleFlag(node);
16255
0
}
16256
16257
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16258
0
{
16259
0
    IM_ASSERT(dst_node->Windows.Size == 0);
16260
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
16261
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
16262
0
    if (dst_node->ChildNodes[0])
16263
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
16264
0
    if (dst_node->ChildNodes[1])
16265
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
16266
0
    dst_node->SplitAxis = src_node->SplitAxis;
16267
0
    dst_node->SizeRef = src_node->SizeRef;
16268
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
16269
0
}
16270
16271
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
16272
0
{
16273
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
16274
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
16275
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
16276
0
    if (src_tab_bar != NULL)
16277
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
16278
16279
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
16280
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
16281
0
    if (move_tab_bar)
16282
0
    {
16283
0
        dst_node->TabBar = src_node->TabBar;
16284
0
        src_node->TabBar = NULL;
16285
0
    }
16286
16287
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
16288
0
    for (ImGuiWindow* window : src_node->Windows)
16289
0
    {
16290
0
        window->DockNode = NULL;
16291
0
        window->DockIsActive = false;
16292
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
16293
0
    }
16294
0
    src_node->Windows.clear();
16295
16296
0
    if (!move_tab_bar && src_node->TabBar)
16297
0
    {
16298
0
        if (dst_node->TabBar)
16299
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
16300
0
        DockNodeRemoveTabBar(src_node);
16301
0
    }
16302
0
}
16303
16304
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
16305
0
{
16306
0
    for (ImGuiWindow* window : node->Windows)
16307
0
    {
16308
0
        SetWindowPos(window, node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
16309
0
        SetWindowSize(window, node->Size, ImGuiCond_Always);
16310
0
    }
16311
0
}
16312
16313
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
16314
0
{
16315
0
    if (node->HostWindow)
16316
0
    {
16317
0
        if (node->HostWindow->DockNodeAsHost == node)
16318
0
            node->HostWindow->DockNodeAsHost = NULL;
16319
0
        node->HostWindow = NULL;
16320
0
    }
16321
16322
0
    if (node->Windows.Size == 1)
16323
0
    {
16324
0
        node->VisibleWindow = node->Windows[0];
16325
0
        node->Windows[0]->DockIsActive = false;
16326
0
    }
16327
16328
0
    if (node->TabBar)
16329
0
        DockNodeRemoveTabBar(node);
16330
0
}
16331
16332
// Search function called once by root node in DockNodeUpdate()
16333
struct ImGuiDockNodeTreeInfo
16334
{
16335
    ImGuiDockNode*      CentralNode;
16336
    ImGuiDockNode*      FirstNodeWithWindows;
16337
    int                 CountNodesWithWindows;
16338
    //ImGuiWindowClass  WindowClassForMerges;
16339
16340
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
16341
};
16342
16343
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
16344
0
{
16345
0
    if (node->Windows.Size > 0)
16346
0
    {
16347
0
        if (info->FirstNodeWithWindows == NULL)
16348
0
            info->FirstNodeWithWindows = node;
16349
0
        info->CountNodesWithWindows++;
16350
0
    }
16351
0
    if (node->IsCentralNode())
16352
0
    {
16353
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
16354
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
16355
0
        info->CentralNode = node;
16356
0
    }
16357
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
16358
0
        return;
16359
0
    if (node->ChildNodes[0])
16360
0
        DockNodeFindInfo(node->ChildNodes[0], info);
16361
0
    if (node->ChildNodes[1])
16362
0
        DockNodeFindInfo(node->ChildNodes[1], info);
16363
0
}
16364
16365
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
16366
0
{
16367
0
    IM_ASSERT(id != 0);
16368
0
    for (ImGuiWindow* window : node->Windows)
16369
0
        if (window->ID == id)
16370
0
            return window;
16371
0
    return NULL;
16372
0
}
16373
16374
// - Remove inactive windows/nodes.
16375
// - Update visibility flag.
16376
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
16377
0
{
16378
0
    ImGuiContext& g = *GImGui;
16379
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
16380
16381
    // Inherit most flags
16382
0
    if (node->ParentNode)
16383
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
16384
16385
    // Recurse into children
16386
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
16387
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
16388
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
16389
0
    node->HasCentralNodeChild = false;
16390
0
    if (node->ChildNodes[0])
16391
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
16392
0
    if (node->ChildNodes[1])
16393
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
16394
16395
    // Remove inactive windows, collapse nodes
16396
    // Merge node flags overrides stored in windows
16397
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
16398
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16399
0
    {
16400
0
        ImGuiWindow* window = node->Windows[window_n];
16401
0
        IM_ASSERT(window->DockNode == node);
16402
16403
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16404
0
        bool remove = false;
16405
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
16406
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
16407
0
        remove |= (window->DockTabWantClose);
16408
0
        if (remove)
16409
0
        {
16410
0
            window->DockTabWantClose = false;
16411
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
16412
0
            {
16413
0
                DockNodeHideHostWindow(node);
16414
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16415
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
16416
0
                return;
16417
0
            }
16418
0
            DockNodeRemoveWindow(node, window, node->ID);
16419
0
            window_n--;
16420
0
            continue;
16421
0
        }
16422
16423
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
16424
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
16425
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
16426
0
    }
16427
0
    node->UpdateMergedFlags();
16428
16429
    // Auto-hide tab bar option
16430
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
16431
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
16432
0
        node->WantHiddenTabBarToggle = true;
16433
0
    node->WantHiddenTabBarUpdate = false;
16434
16435
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
16436
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
16437
0
        node->WantHiddenTabBarToggle = false;
16438
16439
    // Apply toggles at a single point of the frame (here!)
16440
0
    if (node->Windows.Size > 1)
16441
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
16442
0
    else if (node->WantHiddenTabBarToggle)
16443
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
16444
0
    node->WantHiddenTabBarToggle = false;
16445
16446
0
    DockNodeUpdateVisibleFlag(node);
16447
0
}
16448
16449
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
16450
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
16451
0
{
16452
0
    node->HasCentralNodeChild = false;
16453
0
    if (node->ChildNodes[0])
16454
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
16455
0
    if (node->ChildNodes[1])
16456
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
16457
0
    if (node->IsRootNode())
16458
0
    {
16459
0
        ImGuiDockNode* mark_node = node->CentralNode;
16460
0
        while (mark_node)
16461
0
        {
16462
0
            mark_node->HasCentralNodeChild = true;
16463
0
            mark_node = mark_node->ParentNode;
16464
0
        }
16465
0
    }
16466
0
}
16467
16468
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16469
0
{
16470
    // Update visibility flag
16471
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16472
0
    is_visible |= (node->Windows.Size > 0);
16473
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16474
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16475
0
    node->IsVisible = is_visible;
16476
0
}
16477
16478
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16479
0
{
16480
0
    ImGuiContext& g = *GImGui;
16481
0
    IM_ASSERT(node->WantMouseMove == true);
16482
0
    StartMouseMovingWindow(window);
16483
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16484
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16485
0
    node->WantMouseMove = false;
16486
0
}
16487
16488
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16489
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16490
0
{
16491
0
    DockNodeUpdateFlagsAndCollapse(node);
16492
16493
    // - Setup central node pointers
16494
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16495
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16496
0
    ImGuiDockNodeTreeInfo info;
16497
0
    DockNodeFindInfo(node, &info);
16498
0
    node->CentralNode = info.CentralNode;
16499
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16500
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16501
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16502
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16503
16504
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16505
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16506
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16507
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16508
0
    {
16509
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16510
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16511
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16512
0
            {
16513
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16514
0
                break;
16515
0
            }
16516
0
    }
16517
16518
0
    ImGuiDockNode* mark_node = node->CentralNode;
16519
0
    while (mark_node)
16520
0
    {
16521
0
        mark_node->HasCentralNodeChild = true;
16522
0
        mark_node = mark_node->ParentNode;
16523
0
    }
16524
0
}
16525
16526
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16527
0
{
16528
    // Remove ourselves from any previous different host window
16529
    // This can happen if a user mistakenly does (see #4295 for details):
16530
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16531
    //  - N+1: NewFrame()                   // will create floating host window for that node
16532
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16533
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16534
0
        node->HostWindow->DockNodeAsHost = NULL;
16535
16536
0
    host_window->DockNodeAsHost = node;
16537
0
    node->HostWindow = host_window;
16538
0
}
16539
16540
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16541
0
{
16542
0
    ImGuiContext& g = *GImGui;
16543
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16544
0
    node->LastFrameAlive = g.FrameCount;
16545
0
    node->IsBgDrawnThisFrame = false;
16546
16547
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16548
0
    if (node->IsRootNode())
16549
0
        DockNodeUpdateForRootNode(node);
16550
16551
    // Remove tab bar if not needed
16552
0
    if (node->TabBar && node->IsNoTabBar())
16553
0
        DockNodeRemoveTabBar(node);
16554
16555
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16556
0
    bool want_to_hide_host_window = false;
16557
0
    if (node->IsFloatingNode())
16558
0
    {
16559
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16560
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16561
0
                want_to_hide_host_window = true;
16562
0
        if (node->CountNodeWithWindows == 0)
16563
0
            want_to_hide_host_window = true;
16564
0
    }
16565
0
    if (want_to_hide_host_window)
16566
0
    {
16567
0
        if (node->Windows.Size == 1)
16568
0
        {
16569
            // Floating window pos/size is authoritative
16570
0
            ImGuiWindow* single_window = node->Windows[0];
16571
0
            node->Pos = single_window->Pos;
16572
0
            node->Size = single_window->SizeFull;
16573
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16574
16575
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16576
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16577
0
                FocusWindow(single_window);
16578
0
            if (node->HostWindow)
16579
0
            {
16580
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X->%08X to Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, single_window->ID, single_window->Name);
16581
0
                single_window->Viewport = node->HostWindow->Viewport;
16582
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16583
0
                if (node->HostWindow->ViewportOwned)
16584
0
                {
16585
0
                    single_window->Viewport->ID = single_window->ID;
16586
0
                    single_window->Viewport->Window = single_window;
16587
0
                    single_window->ViewportOwned = true;
16588
0
                }
16589
0
            }
16590
0
            node->RefViewportId = single_window->ViewportId;
16591
0
        }
16592
16593
0
        DockNodeHideHostWindow(node);
16594
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16595
0
        node->WantCloseAll = false;
16596
0
        node->WantCloseTabId = 0;
16597
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16598
0
        node->LastFrameActive = g.FrameCount;
16599
16600
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16601
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16602
0
        return;
16603
0
    }
16604
16605
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16606
    // while the expected visible window is resizing itself.
16607
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16608
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16609
    //   N+0: Begin(): window created (with no known size), node is created
16610
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16611
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16612
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16613
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16614
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16615
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16616
0
    {
16617
0
        IM_ASSERT(node->Windows.Size > 0);
16618
0
        ImGuiWindow* ref_window = NULL;
16619
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16620
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16621
0
        if (ref_window == NULL)
16622
0
            ref_window = node->Windows[0];
16623
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16624
0
        {
16625
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16626
0
            return;
16627
0
        }
16628
0
    }
16629
16630
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16631
16632
    // Decide if the node will have a close button and a window menu button
16633
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16634
0
    node->HasCloseButton = false;
16635
0
    for (ImGuiWindow* window : node->Windows)
16636
0
    {
16637
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16638
0
        node->HasCloseButton |= window->HasCloseButton;
16639
0
        window->DockIsActive = (node->Windows.Size > 1);
16640
0
    }
16641
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16642
0
        node->HasCloseButton = false;
16643
16644
    // Bind or create host window
16645
0
    ImGuiWindow* host_window = NULL;
16646
0
    bool beginned_into_host_window = false;
16647
0
    if (node->IsDockSpace())
16648
0
    {
16649
        // [Explicit root dockspace node]
16650
0
        IM_ASSERT(node->HostWindow);
16651
0
        host_window = node->HostWindow;
16652
0
    }
16653
0
    else
16654
0
    {
16655
        // [Automatic root or child nodes]
16656
0
        if (node->IsRootNode() && node->IsVisible)
16657
0
        {
16658
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16659
16660
            // Sync Pos
16661
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16662
0
                SetNextWindowPos(ref_window->Pos);
16663
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16664
0
                SetNextWindowPos(node->Pos);
16665
16666
            // Sync Size
16667
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16668
0
                SetNextWindowSize(ref_window->SizeFull);
16669
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16670
0
                SetNextWindowSize(node->Size);
16671
16672
            // Sync Collapsed
16673
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16674
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16675
16676
            // Sync Viewport
16677
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16678
0
                SetNextWindowViewport(ref_window->ViewportId);
16679
0
            else if (node->AuthorityForViewport == ImGuiDataAuthority_Window && node->RefViewportId != 0)
16680
0
                SetNextWindowViewport(node->RefViewportId);
16681
16682
0
            SetNextWindowClass(&node->WindowClass);
16683
16684
            // Begin into the host window
16685
0
            char window_label[20];
16686
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16687
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16688
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16689
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16690
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16691
16692
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16693
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16694
0
            Begin(window_label, NULL, window_flags);
16695
0
            PopStyleVar();
16696
0
            beginned_into_host_window = true;
16697
16698
0
            host_window = g.CurrentWindow;
16699
0
            DockNodeSetupHostWindow(node, host_window);
16700
0
            host_window->DC.CursorPos = host_window->Pos;
16701
0
            node->Pos = host_window->Pos;
16702
0
            node->Size = host_window->Size;
16703
16704
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16705
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16706
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16707
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16708
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16709
            // after the dock host window, losing their top-most status.
16710
0
            if (node->HostWindow->Appearing)
16711
0
                BringWindowToDisplayFront(node->HostWindow);
16712
16713
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16714
0
        }
16715
0
        else if (node->ParentNode)
16716
0
        {
16717
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16718
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16719
0
        }
16720
0
        if (node->WantMouseMove && node->HostWindow)
16721
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16722
0
    }
16723
0
    node->RefViewportId = 0; // Clear when we have a host window
16724
16725
    // Update focused node (the one whose title bar is highlight) within a node tree
16726
0
    if (node->IsSplitNode())
16727
0
        IM_ASSERT(node->TabBar == NULL);
16728
0
    if (node->IsRootNode())
16729
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16730
0
            while (p_window != NULL && p_window->DockNode != NULL)
16731
0
            {
16732
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16733
0
                if (p_node == node)
16734
0
                {
16735
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16736
0
                    break;
16737
0
                }
16738
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16739
0
            }
16740
16741
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16742
0
    ImGuiDockNode* central_node = node->CentralNode;
16743
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16744
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16745
0
    if (central_node_hole)
16746
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16747
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16748
0
                central_node_hole_register_hit_test_hole = false;
16749
0
    if (central_node_hole_register_hit_test_hole)
16750
0
    {
16751
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16752
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16753
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16754
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16755
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16756
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16757
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16758
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16759
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16760
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16761
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16762
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16763
0
        if (central_node_hole && !hole_rect.IsInverted())
16764
0
        {
16765
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16766
0
            if (host_window->ParentWindow)
16767
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16768
0
        }
16769
0
    }
16770
16771
    // Update position/size, process and draw resizing splitters
16772
0
    if (node->IsRootNode() && host_window)
16773
0
    {
16774
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16775
0
        PushStyleColor(ImGuiCol_Separator, g.Style.Colors[ImGuiCol_Border]);
16776
0
        PushStyleColor(ImGuiCol_SeparatorActive, g.Style.Colors[ImGuiCol_ResizeGripActive]);
16777
0
        PushStyleColor(ImGuiCol_SeparatorHovered, g.Style.Colors[ImGuiCol_ResizeGripHovered]);
16778
0
        DockNodeTreeUpdateSplitter(node);
16779
0
        PopStyleColor(3);
16780
0
    }
16781
16782
    // Draw empty node background (currently can only be the Central Node)
16783
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16784
0
    {
16785
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16786
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16787
0
        if (node->LastBgColor != 0)
16788
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16789
0
        node->IsBgDrawnThisFrame = true;
16790
0
    }
16791
16792
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16793
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16794
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16795
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16796
0
    if (render_dockspace_bg && node->IsVisible)
16797
0
    {
16798
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16799
0
        if (central_node_hole)
16800
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16801
0
        else
16802
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16803
0
    }
16804
16805
    // Draw and populate Tab Bar
16806
0
    if (host_window)
16807
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16808
0
    if (host_window && node->Windows.Size > 0)
16809
0
    {
16810
0
        DockNodeUpdateTabBar(node, host_window);
16811
0
    }
16812
0
    else
16813
0
    {
16814
0
        node->WantCloseAll = false;
16815
0
        node->WantCloseTabId = 0;
16816
0
        node->IsFocused = false;
16817
0
    }
16818
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16819
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16820
0
    else if (node->Windows.Size > 0)
16821
0
        node->SelectedTabId = node->Windows[0]->TabId;
16822
16823
    // Draw payload drop target
16824
0
    if (host_window && node->IsVisible)
16825
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16826
0
            BeginDockableDragDropTarget(host_window);
16827
16828
    // We update this after DockNodeUpdateTabBar()
16829
0
    node->LastFrameActive = g.FrameCount;
16830
16831
    // Recurse into children
16832
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16833
0
    if (host_window)
16834
0
    {
16835
0
        if (node->ChildNodes[0])
16836
0
            DockNodeUpdate(node->ChildNodes[0]);
16837
0
        if (node->ChildNodes[1])
16838
0
            DockNodeUpdate(node->ChildNodes[1]);
16839
16840
        // Render outer borders last (after the tab bar)
16841
0
        if (node->IsRootNode())
16842
0
            RenderWindowOuterBorders(host_window);
16843
0
    }
16844
16845
    // End host window
16846
0
    if (beginned_into_host_window) //-V1020
16847
0
        End();
16848
0
}
16849
16850
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16851
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16852
0
{
16853
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16854
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16855
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16856
0
        return d;
16857
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16858
0
}
16859
16860
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16861
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16862
// Custom overrides may want to decorate, group, sort entries.
16863
// Please note those are internal structures: if you copy this expect occasional breakage.
16864
// (if you don't need to modify the "Tabs.Size == 1" behavior/path it is recommend you call this function in your handler)
16865
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16866
0
{
16867
0
    IM_UNUSED(ctx);
16868
0
    if (tab_bar->Tabs.Size == 1)
16869
0
    {
16870
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16871
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16872
0
            node->WantHiddenTabBarToggle = true;
16873
0
    }
16874
0
    else
16875
0
    {
16876
        // Display a selectable list of windows in this docking node
16877
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16878
0
        {
16879
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16880
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16881
0
                continue;
16882
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16883
0
                TabBarQueueFocus(tab_bar, tab);
16884
0
            SameLine();
16885
0
            Text("   ");
16886
0
        }
16887
0
    }
16888
0
}
16889
16890
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16891
0
{
16892
    // Try to position the menu so it is more likely to stays within the same viewport
16893
0
    ImGuiContext& g = *GImGui;
16894
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16895
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16896
0
    else
16897
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16898
0
    if (BeginPopup("#WindowMenu"))
16899
0
    {
16900
0
        node->IsFocused = true;
16901
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16902
0
        EndPopup();
16903
0
    }
16904
0
}
16905
16906
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16907
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16908
0
{
16909
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16910
0
        return false;
16911
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16912
0
        return false;
16913
0
    if (node->TabBar->ID == 0)
16914
0
        return false;
16915
0
    Begin(node->HostWindow->Name);
16916
0
    PushOverrideID(node->ID);
16917
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags);
16918
0
    IM_UNUSED(ret);
16919
0
    IM_ASSERT(ret);
16920
0
    return true;
16921
0
}
16922
16923
void ImGui::DockNodeEndAmendTabBar()
16924
0
{
16925
0
    EndTabBar();
16926
0
    PopID();
16927
0
    End();
16928
0
}
16929
16930
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16931
0
{
16932
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16933
0
    ImGuiContext& g = *GImGui;
16934
0
    if (g.NavWindowingTarget)
16935
0
        return (g.NavWindowingTarget->DockNode == node);
16936
16937
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16938
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16939
0
    {
16940
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16941
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16942
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16943
0
            parent_window = parent_window->ParentWindow->RootWindow;
16944
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16945
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16946
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16947
0
                return true;
16948
0
    }
16949
0
    return false;
16950
0
}
16951
16952
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16953
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16954
0
{
16955
0
    ImGuiContext& g = *GImGui;
16956
0
    ImGuiStyle& style = g.Style;
16957
16958
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16959
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16960
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16961
0
    node->WantCloseAll = false;
16962
0
    node->WantCloseTabId = 0;
16963
16964
    // Decide if we should use a focused title bar color
16965
0
    bool is_focused = false;
16966
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16967
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16968
0
        is_focused = true;
16969
16970
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16971
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16972
0
    {
16973
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16974
0
        node->IsFocused = is_focused;
16975
0
        if (is_focused)
16976
0
            node->LastFrameFocused = g.FrameCount;
16977
0
        if (node->VisibleWindow)
16978
0
        {
16979
            // Notify root of visible window (used to display title in OS task bar)
16980
0
            if (is_focused || root_node->VisibleWindow == NULL)
16981
0
                root_node->VisibleWindow = node->VisibleWindow;
16982
0
            if (node->TabBar)
16983
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16984
0
        }
16985
0
        return;
16986
0
    }
16987
16988
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16989
0
    bool backup_skip_item = host_window->SkipItems;
16990
0
    if (!node->IsDockSpace())
16991
0
    {
16992
0
        host_window->SkipItems = false;
16993
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16994
0
    }
16995
16996
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16997
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16998
    // as docked windows themselves will override the stack with their own root ID.
16999
0
    PushOverrideID(node->ID);
17000
0
    ImGuiTabBar* tab_bar = node->TabBar;
17001
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
17002
0
    if (tab_bar == NULL)
17003
0
    {
17004
0
        DockNodeAddTabBar(node);
17005
0
        tab_bar = node->TabBar;
17006
0
    }
17007
17008
0
    ImGuiID focus_tab_id = 0;
17009
0
    node->IsFocused = is_focused;
17010
17011
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
17012
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
17013
17014
    // In a dock node, the Collapse Button turns into the Window Menu button.
17015
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
17016
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
17017
0
    {
17018
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
17019
0
        DockNodeWindowMenuUpdate(node, tab_bar);
17020
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
17021
0
            focus_tab_id = tab_bar->NextSelectedTabId;
17022
0
        is_focused |= node->IsFocused;
17023
0
    }
17024
17025
    // Layout
17026
0
    ImRect title_bar_rect, tab_bar_rect;
17027
0
    ImVec2 window_menu_button_pos;
17028
0
    ImVec2 close_button_pos;
17029
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
17030
17031
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
17032
0
    const int tabs_count_old = tab_bar->Tabs.Size;
17033
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17034
0
    {
17035
0
        ImGuiWindow* window = node->Windows[window_n];
17036
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
17037
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
17038
0
    }
17039
17040
    // Title bar
17041
0
    if (is_focused)
17042
0
        node->LastFrameFocused = g.FrameCount;
17043
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
17044
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), g.Style.DockingSeparatorSize);
17045
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
17046
17047
    // Docking/Collapse button
17048
0
    if (has_window_menu_button)
17049
0
    {
17050
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
17051
0
            OpenPopup("#WindowMenu");
17052
0
        if (IsItemActive())
17053
0
            focus_tab_id = tab_bar->SelectedTabId;
17054
0
        if (IsItemHovered(ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_DelayNormal) && g.HoveredIdTimer > 0.5f)
17055
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingDragToUndockOrMoveNode));
17056
0
    }
17057
17058
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
17059
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
17060
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
17061
0
    {
17062
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
17063
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
17064
0
        tabs_unsorted_start = tab_n;
17065
0
    }
17066
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
17067
0
    {
17068
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
17069
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
17070
0
        {
17071
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
17072
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab 0x%08X '%s' Order %d\n", tab->ID, TabBarGetTabName(tab_bar, tab), tab->Window ? tab->Window->DockOrder : -1);
17073
0
        }
17074
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] SelectedTabId = 0x%08X, NavWindow->TabId = 0x%08X\n", node->SelectedTabId, g.NavWindow ? g.NavWindow->TabId : -1);
17075
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
17076
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
17077
0
    }
17078
17079
    // Apply NavWindow focus back to the tab bar
17080
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
17081
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
17082
17083
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
17084
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
17085
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
17086
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
17087
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
17088
17089
    // Begin tab bar
17090
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
17091
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;// | ImGuiTabBarFlags_FittingPolicyScroll;
17092
0
    if (!host_window->Collapsed && is_focused)
17093
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
17094
0
    tab_bar->ID = GetID("#TabBar");
17095
0
    tab_bar->SeparatorMinX = node->Pos.x + host_window->WindowBorderSize; // Separator cover the whole node width
17096
0
    tab_bar->SeparatorMaxX = node->Pos.x + node->Size.x - host_window->WindowBorderSize;
17097
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags);
17098
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
17099
17100
    // Backup style colors
17101
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
17102
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17103
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
17104
17105
    // Submit actual tabs
17106
0
    node->VisibleWindow = NULL;
17107
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17108
0
    {
17109
0
        ImGuiWindow* window = node->Windows[window_n];
17110
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
17111
0
            continue;
17112
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
17113
0
        {
17114
0
            ImGuiTabItemFlags tab_item_flags = 0;
17115
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
17116
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
17117
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
17118
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
17119
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
17120
17121
            // Apply stored style overrides for the window
17122
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17123
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
17124
17125
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
17126
0
            bool tab_open = true;
17127
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
17128
0
            if (!tab_open)
17129
0
                node->WantCloseTabId = window->TabId;
17130
0
            if (tab_bar->VisibleTabId == window->TabId)
17131
0
                node->VisibleWindow = window;
17132
17133
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
17134
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
17135
0
            window->DockTabItemRect = g.LastItemData.Rect;
17136
17137
            // Update navigation ID on menu layer
17138
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
17139
0
                host_window->NavLastIds[1] = window->TabId;
17140
0
        }
17141
0
    }
17142
17143
    // Restore style colors
17144
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
17145
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
17146
17147
    // Notify root of visible window (used to display title in OS task bar)
17148
0
    if (node->VisibleWindow)
17149
0
        if (is_focused || root_node->VisibleWindow == NULL)
17150
0
            root_node->VisibleWindow = node->VisibleWindow;
17151
17152
    // Close button (after VisibleWindow was updated)
17153
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
17154
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
17155
0
    const bool close_button_is_visible = node->HasCloseButton;
17156
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
17157
0
    if (close_button_is_visible)
17158
0
    {
17159
0
        if (!close_button_is_enabled)
17160
0
        {
17161
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
17162
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
17163
0
        }
17164
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
17165
0
        {
17166
0
            node->WantCloseAll = true;
17167
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
17168
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
17169
0
        }
17170
        //if (IsItemActive())
17171
        //    focus_tab_id = tab_bar->SelectedTabId;
17172
0
        if (!close_button_is_enabled)
17173
0
        {
17174
0
            PopStyleColor();
17175
0
            PopItemFlag();
17176
0
        }
17177
0
    }
17178
17179
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
17180
    // FIXME: TabItems submitted earlier use AllowItemOverlap so we manually perform a more specific test for now (hovered || held) in order to not cover them.
17181
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
17182
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
17183
0
    {
17184
        // AllowOverlap mode required for appending into dock node tab bar,
17185
        // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
17186
0
        bool held;
17187
0
        KeepAliveID(title_bar_id);
17188
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowOverlap);
17189
0
        if (g.HoveredId == title_bar_id)
17190
0
        {
17191
0
            g.LastItemData.ID = title_bar_id;
17192
0
        }
17193
0
        if (held)
17194
0
        {
17195
0
            if (IsMouseClicked(0))
17196
0
                focus_tab_id = tab_bar->SelectedTabId;
17197
17198
            // Forward moving request to selected window
17199
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
17200
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false); // Undock from tab bar empty space
17201
0
        }
17202
0
    }
17203
17204
    // Forward focus from host node to selected window
17205
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
17206
    //    focus_tab_id = tab_bar->SelectedTabId;
17207
17208
    // When clicked on a tab we requested focus to the docked child
17209
    // This overrides the value set by "forward focus from host node to selected window".
17210
0
    if (tab_bar->NextSelectedTabId)
17211
0
        focus_tab_id = tab_bar->NextSelectedTabId;
17212
17213
    // Apply navigation focus
17214
0
    if (focus_tab_id != 0)
17215
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
17216
0
            if (tab->Window)
17217
0
            {
17218
0
                FocusWindow(tab->Window);
17219
0
                NavInitWindow(tab->Window, false);
17220
0
            }
17221
17222
0
    EndTabBar();
17223
0
    PopID();
17224
17225
    // Restore SkipItems flag
17226
0
    if (!node->IsDockSpace())
17227
0
    {
17228
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
17229
0
        host_window->SkipItems = backup_skip_item;
17230
0
    }
17231
0
}
17232
17233
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
17234
0
{
17235
0
    IM_ASSERT(node->TabBar == NULL);
17236
0
    node->TabBar = IM_NEW(ImGuiTabBar);
17237
0
}
17238
17239
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
17240
0
{
17241
0
    if (node->TabBar == NULL)
17242
0
        return;
17243
0
    IM_DELETE(node->TabBar);
17244
0
    node->TabBar = NULL;
17245
0
}
17246
17247
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
17248
0
{
17249
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
17250
0
        return false;
17251
17252
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
17253
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
17254
0
    if (host_class->ClassId != payload_class->ClassId)
17255
0
    {
17256
0
        bool pass = false;
17257
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
17258
0
            pass = true;
17259
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
17260
0
            pass = true;
17261
0
        if (!pass)
17262
0
            return false;
17263
0
    }
17264
17265
    // Prevent docking any window created above a popup
17266
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
17267
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
17268
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
17269
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
17270
0
    ImGuiContext& g = *GImGui;
17271
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
17272
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
17273
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
17274
0
                return false;
17275
17276
0
    return true;
17277
0
}
17278
17279
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
17280
0
{
17281
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
17282
0
        return true;
17283
17284
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
17285
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
17286
0
    {
17287
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
17288
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
17289
0
            return true;
17290
0
    }
17291
0
    return false;
17292
0
}
17293
17294
// window menu button == collapse button when not in a dock node.
17295
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
17296
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
17297
0
{
17298
0
    ImGuiContext& g = *GImGui;
17299
0
    ImGuiStyle& style = g.Style;
17300
17301
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
17302
0
    if (out_title_rect) { *out_title_rect = r; }
17303
17304
0
    r.Min.x += style.WindowBorderSize;
17305
0
    r.Max.x -= style.WindowBorderSize;
17306
17307
0
    float button_sz = g.FontSize;
17308
0
    r.Min.x += style.FramePadding.x;
17309
0
    r.Max.x -= style.FramePadding.x;
17310
0
    ImVec2 window_menu_button_pos = ImVec2(r.Min.x, r.Min.y + style.FramePadding.y);
17311
0
    if (node->HasCloseButton)
17312
0
    {
17313
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17314
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17315
0
    }
17316
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
17317
0
    {
17318
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
17319
0
    }
17320
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
17321
0
    {
17322
0
        window_menu_button_pos = ImVec2(r.Max.x - button_sz, r.Min.y + style.FramePadding.y);
17323
0
        r.Max.x -= button_sz + style.ItemInnerSpacing.x;
17324
0
    }
17325
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
17326
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
17327
0
}
17328
17329
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
17330
0
{
17331
0
    ImGuiContext& g = *GImGui;
17332
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
17333
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17334
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
17335
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
17336
17337
    // Distribute size on given axis (with a desired size or equally)
17338
0
    const float w_avail = size_old[axis] - dock_spacing;
17339
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
17340
0
    {
17341
0
        size_new[axis] = size_new_desired[axis];
17342
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17343
0
    }
17344
0
    else
17345
0
    {
17346
0
        size_new[axis] = IM_TRUNC(w_avail * 0.5f);
17347
0
        size_old[axis] = IM_TRUNC(w_avail - size_new[axis]);
17348
0
    }
17349
17350
    // Position each node
17351
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
17352
0
    {
17353
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
17354
0
    }
17355
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
17356
0
    {
17357
0
        pos_new[axis] = pos_old[axis];
17358
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
17359
0
    }
17360
0
}
17361
17362
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
17363
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
17364
0
{
17365
0
    ImGuiContext& g = *GImGui;
17366
17367
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
17368
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
17369
0
    float hs_w; // Half-size, longer axis
17370
0
    float hs_h; // Half-size, smaller axis
17371
0
    ImVec2 off; // Distance from edge or center
17372
0
    if (outer_docking)
17373
0
    {
17374
        //hs_w = ImTrunc(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
17375
        //hs_h = ImTrunc(hs_w * 0.15f);
17376
        //off = ImVec2(ImTrunc(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImTrunc(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
17377
0
        hs_w = ImTrunc(hs_for_central_nodes * 1.50f);
17378
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.80f);
17379
0
        off = ImTrunc(ImVec2(parent.GetWidth() * 0.5f - hs_h, parent.GetHeight() * 0.5f - hs_h));
17380
0
    }
17381
0
    else
17382
0
    {
17383
0
        hs_w = ImTrunc(hs_for_central_nodes);
17384
0
        hs_h = ImTrunc(hs_for_central_nodes * 0.90f);
17385
0
        off = ImTrunc(ImVec2(hs_w * 2.40f, hs_w * 2.40f));
17386
0
    }
17387
17388
0
    ImVec2 c = ImTrunc(parent.GetCenter());
17389
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
17390
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
17391
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
17392
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
17393
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
17394
17395
0
    if (test_mouse_pos == NULL)
17396
0
        return false;
17397
17398
0
    ImRect hit_r = out_r;
17399
0
    if (!outer_docking)
17400
0
    {
17401
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
17402
0
        hit_r.Expand(ImTrunc(hs_w * 0.30f));
17403
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
17404
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
17405
0
        float r_threshold_center = hs_w * 1.4f;
17406
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
17407
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
17408
0
            return (dir == ImGuiDir_None);
17409
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
17410
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
17411
0
    }
17412
0
    return hit_r.Contains(*test_mouse_pos);
17413
0
}
17414
17415
// host_node may be NULL if the window doesn't have a DockNode already.
17416
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
17417
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
17418
0
{
17419
0
    ImGuiContext& g = *GImGui;
17420
17421
    // There is an edge case when docking into a dockspace which only has inactive nodes.
17422
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
17423
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
17424
0
    if (payload_node == NULL)
17425
0
        payload_node = payload_window->DockNodeAsHost;
17426
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
17427
0
    if (ref_node_for_rect)
17428
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
17429
17430
    // Filter, figure out where we are allowed to dock
17431
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
17432
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
17433
0
    data->IsCenterAvailable = true;
17434
0
    if (is_outer_docking)
17435
0
        data->IsCenterAvailable = false;
17436
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
17437
0
        data->IsCenterAvailable = false;
17438
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverCentralNode) && host_node->IsCentralNode())
17439
0
        data->IsCenterAvailable = false;
17440
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
17441
0
        data->IsCenterAvailable = false;
17442
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
17443
0
        data->IsCenterAvailable = false;
17444
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
17445
0
        data->IsCenterAvailable = false;
17446
17447
0
    data->IsSidesAvailable = true;
17448
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplit) || g.IO.ConfigDockingNoSplit)
17449
0
        data->IsSidesAvailable = false;
17450
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
17451
0
        data->IsSidesAvailable = false;
17452
0
    else if (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)
17453
0
        data->IsSidesAvailable = false;
17454
17455
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
17456
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
17457
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
17458
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
17459
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
17460
17461
    // Calculate drop shapes geometry for allowed splitting directions
17462
0
    IM_ASSERT(ImGuiDir_None == -1);
17463
0
    data->SplitNode = host_node;
17464
0
    data->SplitDir = ImGuiDir_None;
17465
0
    data->IsSplitDirExplicit = false;
17466
0
    if (!host_window->Collapsed)
17467
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17468
0
        {
17469
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
17470
0
                continue;
17471
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
17472
0
                continue;
17473
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
17474
0
            {
17475
0
                data->SplitDir = (ImGuiDir)dir;
17476
0
                data->IsSplitDirExplicit = true;
17477
0
            }
17478
0
        }
17479
17480
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17481
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17482
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17483
0
        data->IsDropAllowed = false;
17484
17485
    // Calculate split area
17486
0
    data->SplitRatio = 0.0f;
17487
0
    if (data->SplitDir != ImGuiDir_None)
17488
0
    {
17489
0
        ImGuiDir split_dir = data->SplitDir;
17490
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17491
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17492
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17493
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17494
17495
        // Calculate split ratio so we can pass it down the docking request
17496
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17497
0
        data->FutureNode.Pos = pos_new;
17498
0
        data->FutureNode.Size = size_new;
17499
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17500
0
    }
17501
0
}
17502
17503
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17504
0
{
17505
0
    ImGuiContext& g = *GImGui;
17506
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17507
17508
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17509
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17510
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17511
17512
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17513
0
    int overlay_draw_lists_count = 0;
17514
0
    ImDrawList* overlay_draw_lists[2];
17515
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17516
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17517
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17518
17519
    // Draw main preview rectangle
17520
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17521
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17522
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17523
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17524
17525
    // Display area preview
17526
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17527
0
    if (data->IsDropAllowed)
17528
0
    {
17529
0
        ImRect overlay_rect = data->FutureNode.Rect();
17530
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17531
0
            overlay_rect.Min.y += GetFrameHeight();
17532
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17533
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17534
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), g.Style.DockingSeparatorSize));
17535
0
    }
17536
17537
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17538
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17539
0
    {
17540
        // Compute target tab bar geometry so we can locate our preview tabs
17541
0
        ImRect tab_bar_rect;
17542
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17543
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17544
0
        if (host_node && host_node->TabBar)
17545
0
        {
17546
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17547
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17548
0
            else
17549
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17550
0
        }
17551
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17552
0
        {
17553
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17554
0
        }
17555
17556
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17557
0
        if (root_payload->DockNodeAsHost)
17558
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17559
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17560
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17561
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17562
0
        {
17563
            // DockNode's TabBar may have non-window Tabs manually appended by user
17564
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17565
0
            if (tab_bar_with_payload && payload_window == NULL)
17566
0
                continue;
17567
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17568
0
                continue;
17569
17570
            // Calculate the tab bounding box for each payload window
17571
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17572
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17573
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17574
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17575
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17576
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17577
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17578
0
            {
17579
0
                ImGuiTabItemFlags tab_flags = (payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0;
17580
0
                if (!tab_bar_rect.Contains(tab_bb))
17581
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17582
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17583
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17584
0
                if (!tab_bar_rect.Contains(tab_bb))
17585
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17586
0
            }
17587
0
            PopStyleColor();
17588
0
        }
17589
0
    }
17590
17591
    // Display drop boxes
17592
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17593
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17594
0
    {
17595
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17596
0
        {
17597
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17598
0
            ImRect draw_r_in = draw_r;
17599
0
            draw_r_in.Expand(-2.0f);
17600
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17601
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17602
0
            {
17603
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17604
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17605
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17606
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17607
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17608
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17609
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17610
0
            }
17611
0
        }
17612
17613
        // Stop after ImGuiDir_None
17614
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoDockingSplit)) || g.IO.ConfigDockingNoSplit)
17615
0
            return;
17616
0
    }
17617
0
}
17618
17619
//-----------------------------------------------------------------------------
17620
// Docking: ImGuiDockNode Tree manipulation functions
17621
//-----------------------------------------------------------------------------
17622
// - DockNodeTreeSplit()
17623
// - DockNodeTreeMerge()
17624
// - DockNodeTreeUpdatePosSize()
17625
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17626
// - DockNodeTreeUpdateSplitter()
17627
// - DockNodeTreeFindFallbackLeafNode()
17628
// - DockNodeTreeFindNodeByPos()
17629
//-----------------------------------------------------------------------------
17630
17631
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17632
0
{
17633
0
    ImGuiContext& g = *GImGui;
17634
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17635
17636
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17637
0
    child_0->ParentNode = parent_node;
17638
17639
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17640
0
    child_1->ParentNode = parent_node;
17641
17642
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17643
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17644
0
    parent_node->ChildNodes[0] = child_0;
17645
0
    parent_node->ChildNodes[1] = child_1;
17646
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17647
0
    parent_node->SplitAxis = split_axis;
17648
0
    parent_node->VisibleWindow = NULL;
17649
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17650
17651
0
    float size_avail = (parent_node->Size[split_axis] - g.Style.DockingSeparatorSize);
17652
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17653
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17654
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17655
0
    child_0->SizeRef[split_axis] = ImTrunc(size_avail * split_ratio);
17656
0
    child_1->SizeRef[split_axis] = ImTrunc(size_avail - child_0->SizeRef[split_axis]);
17657
17658
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17659
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17660
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17661
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17662
17663
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17664
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17665
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17666
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17667
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17668
0
    child_0->UpdateMergedFlags();
17669
0
    child_1->UpdateMergedFlags();
17670
0
    parent_node->UpdateMergedFlags();
17671
0
    if (child_inheritor->IsCentralNode())
17672
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17673
0
}
17674
17675
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17676
0
{
17677
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17678
0
    ImGuiContext& g = *GImGui;
17679
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17680
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17681
0
    IM_ASSERT(child_0 || child_1);
17682
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17683
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17684
0
    {
17685
0
        IM_ASSERT(parent_node->TabBar == NULL);
17686
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17687
0
    }
17688
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17689
17690
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17691
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17692
0
    if (child_0)
17693
0
    {
17694
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17695
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17696
0
    }
17697
0
    if (child_1)
17698
0
    {
17699
0
        DockNodeMoveWindows(parent_node, child_1);
17700
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17701
0
    }
17702
0
    DockNodeApplyPosSizeToWindows(parent_node);
17703
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17704
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17705
0
    parent_node->SizeRef = backup_last_explicit_size;
17706
17707
    // Flags transfer
17708
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17709
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17710
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17711
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17712
0
    parent_node->UpdateMergedFlags();
17713
17714
0
    if (child_0)
17715
0
    {
17716
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17717
0
        IM_DELETE(child_0);
17718
0
    }
17719
0
    if (child_1)
17720
0
    {
17721
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17722
0
        IM_DELETE(child_1);
17723
0
    }
17724
0
}
17725
17726
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17727
// (Depth-first, Pre-Order)
17728
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17729
0
{
17730
    // During the regular dock node update we write to all nodes.
17731
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17732
0
    ImGuiContext& g = *GImGui;
17733
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17734
0
    if (write_to_node)
17735
0
    {
17736
0
        node->Pos = pos;
17737
0
        node->Size = size;
17738
0
    }
17739
17740
0
    if (node->IsLeafNode())
17741
0
        return;
17742
17743
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17744
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17745
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17746
0
    ImVec2 child_0_size = size, child_1_size = size;
17747
17748
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17749
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17750
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17751
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17752
17753
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17754
0
    {
17755
0
        const float spacing = g.Style.DockingSeparatorSize;
17756
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17757
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17758
17759
        // Size allocation policy
17760
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17761
0
        const float size_min_each = ImTrunc(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17762
17763
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17764
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImTrunc()
17765
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17766
17767
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17768
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17769
0
        {
17770
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17771
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17772
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17773
0
        }
17774
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17775
0
        {
17776
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17777
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17778
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17779
0
        }
17780
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17781
0
        {
17782
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17783
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17784
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17785
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImTrunc(size_avail * split_ratio);
17786
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17787
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17788
0
        }
17789
17790
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17791
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17792
0
        {
17793
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17794
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17795
0
        }
17796
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17797
0
        {
17798
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17799
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17800
0
        }
17801
0
        else
17802
0
        {
17803
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17804
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17805
0
            child_0_size[axis] = ImMax(size_min_each, ImTrunc(size_avail * split_ratio + 0.5f));
17806
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17807
0
        }
17808
17809
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17810
0
    }
17811
17812
0
    if (only_write_to_single_node == NULL)
17813
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17814
17815
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17816
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17817
0
    if (child_0_recurse)
17818
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17819
0
    if (child_1_recurse)
17820
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17821
0
}
17822
17823
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17824
0
{
17825
0
    if (node->IsLeafNode())
17826
0
    {
17827
0
        touching_nodes->push_back(node);
17828
0
        return;
17829
0
    }
17830
0
    if (node->ChildNodes[0]->IsVisible)
17831
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17832
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17833
0
    if (node->ChildNodes[1]->IsVisible)
17834
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17835
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17836
0
}
17837
17838
// (Depth-First, Pre-Order)
17839
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17840
0
{
17841
0
    if (node->IsLeafNode())
17842
0
        return;
17843
17844
0
    ImGuiContext& g = *GImGui;
17845
17846
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17847
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17848
0
    if (child_0->IsVisible && child_1->IsVisible)
17849
0
    {
17850
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17851
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17852
0
        IM_ASSERT(axis != ImGuiAxis_None);
17853
0
        ImRect bb;
17854
0
        bb.Min = child_0->Pos;
17855
0
        bb.Max = child_1->Pos;
17856
0
        bb.Min[axis] += child_0->Size[axis];
17857
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17858
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17859
17860
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17861
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17862
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17863
0
        {
17864
0
            ImGuiWindow* window = g.CurrentWindow;
17865
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17866
0
        }
17867
0
        else
17868
0
        {
17869
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17870
            //bb.Max[axis] -= 1;
17871
0
            PushID(node->ID);
17872
17873
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17874
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17875
0
            float min_size = g.Style.WindowMinSize[axis];
17876
0
            float resize_limits[2];
17877
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17878
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17879
17880
0
            ImGuiID splitter_id = GetID("##Splitter");
17881
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17882
0
            {
17883
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17884
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17885
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17886
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17887
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17888
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17889
17890
                // [DEBUG] Render touching nodes & limits
17891
                /*
17892
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17893
                for (int n = 0; n < 2; n++)
17894
                {
17895
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17896
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17897
                    if (axis == ImGuiAxis_X)
17898
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17899
                    else
17900
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17901
                }
17902
                */
17903
0
            }
17904
17905
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17906
0
            float cur_size_0 = child_0->Size[axis];
17907
0
            float cur_size_1 = child_1->Size[axis];
17908
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17909
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17910
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17911
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17912
0
            {
17913
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17914
0
                {
17915
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17916
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17917
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17918
17919
                    // Lock the size of every node that is a sibling of the node we are touching
17920
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17921
0
                    for (int side_n = 0; side_n < 2; side_n++)
17922
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17923
0
                        {
17924
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17925
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17926
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17927
0
                            while (touching_node->ParentNode != node)
17928
0
                            {
17929
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17930
0
                                {
17931
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17932
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17933
0
                                    node_to_preserve->WantLockSizeOnce = true;
17934
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17935
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17936
0
                                }
17937
0
                                touching_node = touching_node->ParentNode;
17938
0
                            }
17939
0
                        }
17940
17941
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17942
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17943
0
                    MarkIniSettingsDirty();
17944
0
                }
17945
0
            }
17946
0
            PopID();
17947
0
        }
17948
0
    }
17949
17950
0
    if (child_0->IsVisible)
17951
0
        DockNodeTreeUpdateSplitter(child_0);
17952
0
    if (child_1->IsVisible)
17953
0
        DockNodeTreeUpdateSplitter(child_1);
17954
0
}
17955
17956
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17957
0
{
17958
0
    if (node->IsLeafNode())
17959
0
        return node;
17960
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17961
0
        return leaf_node;
17962
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17963
0
        return leaf_node;
17964
0
    return NULL;
17965
0
}
17966
17967
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17968
0
{
17969
0
    if (!node->IsVisible)
17970
0
        return NULL;
17971
17972
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17973
0
    ImRect r(node->Pos, node->Pos + node->Size);
17974
0
    r.Expand(dock_spacing * 0.5f);
17975
0
    bool inside = r.Contains(pos);
17976
0
    if (!inside)
17977
0
        return NULL;
17978
17979
0
    if (node->IsLeafNode())
17980
0
        return node;
17981
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17982
0
        return hovered_node;
17983
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17984
0
        return hovered_node;
17985
17986
    // This means we are hovering over the splitter/spacing of a parent node
17987
0
    return node;
17988
0
}
17989
17990
//-----------------------------------------------------------------------------
17991
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17992
//-----------------------------------------------------------------------------
17993
// - SetWindowDock() [Internal]
17994
// - DockSpace()
17995
// - DockSpaceOverViewport()
17996
//-----------------------------------------------------------------------------
17997
17998
// [Internal] Called via SetNextWindowDockID()
17999
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
18000
0
{
18001
    // Test condition (NB: bit 0 is always true) and clear flags for next time
18002
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
18003
0
        return;
18004
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
18005
18006
0
    if (window->DockId == dock_id)
18007
0
        return;
18008
18009
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
18010
0
    ImGuiContext* ctx = GImGui;
18011
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
18012
0
        if (new_node->IsSplitNode())
18013
0
        {
18014
            // Policy: Find central node or latest focused node. We first move back to our root node.
18015
0
            new_node = DockNodeGetRootNode(new_node);
18016
0
            if (new_node->CentralNode)
18017
0
            {
18018
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
18019
0
                dock_id = new_node->CentralNode->ID;
18020
0
            }
18021
0
            else
18022
0
            {
18023
0
                dock_id = new_node->LastFocusedNodeId;
18024
0
            }
18025
0
        }
18026
18027
0
    if (window->DockId == dock_id)
18028
0
        return;
18029
18030
0
    if (window->DockNode)
18031
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
18032
0
    window->DockId = dock_id;
18033
0
}
18034
18035
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
18036
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
18037
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
18038
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
18039
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
18040
0
{
18041
0
    ImGuiContext* ctx = GImGui;
18042
0
    ImGuiContext& g = *ctx;
18043
0
    ImGuiWindow* window = GetCurrentWindowRead();
18044
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18045
0
        return 0;
18046
18047
    // Early out if parent window is hidden/collapsed
18048
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
18049
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
18050
0
    if (window->SkipItems)
18051
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
18052
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
18053
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
18054
18055
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
18056
0
    IM_ASSERT(id != 0);
18057
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
18058
0
    if (!node)
18059
0
    {
18060
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
18061
0
        node = DockContextAddNode(ctx, id);
18062
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
18063
0
    }
18064
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
18065
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
18066
0
    node->SharedFlags = flags;
18067
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
18068
18069
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
18070
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
18071
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
18072
0
    {
18073
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
18074
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18075
0
        return id;
18076
0
    }
18077
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
18078
18079
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
18080
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
18081
0
    {
18082
0
        node->LastFrameAlive = g.FrameCount;
18083
0
        return id;
18084
0
    }
18085
18086
0
    const ImVec2 content_avail = GetContentRegionAvail();
18087
0
    ImVec2 size = ImTrunc(size_arg);
18088
0
    if (size.x <= 0.0f)
18089
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
18090
0
    if (size.y <= 0.0f)
18091
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
18092
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18093
18094
0
    node->Pos = window->DC.CursorPos;
18095
0
    node->Size = node->SizeRef = size;
18096
0
    SetNextWindowPos(node->Pos);
18097
0
    SetNextWindowSize(node->Size);
18098
0
    g.NextWindowData.PosUndock = false;
18099
18100
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
18101
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
18102
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
18103
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
18104
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
18105
0
    window_flags |= ImGuiWindowFlags_NoBackground;
18106
18107
0
    char title[256];
18108
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
18109
18110
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
18111
0
    Begin(title, NULL, window_flags);
18112
0
    PopStyleVar();
18113
18114
0
    ImGuiWindow* host_window = g.CurrentWindow;
18115
0
    DockNodeSetupHostWindow(node, host_window);
18116
0
    host_window->ChildId = window->GetID(title);
18117
0
    node->OnlyNodeWithWindows = NULL;
18118
18119
0
    IM_ASSERT(node->IsRootNode());
18120
18121
    // We need to handle the rare case were a central node is missing.
18122
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
18123
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
18124
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
18125
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
18126
    // as it doesn't make sense for an empty dockspace to not have this property.
18127
0
    if (node->IsLeafNode() && !node->IsCentralNode())
18128
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18129
18130
    // Update the node
18131
0
    DockNodeUpdate(node);
18132
18133
0
    End();
18134
18135
0
    ImRect bb(node->Pos, node->Pos + size);
18136
0
    ItemSize(size);
18137
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
18138
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
18139
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
18140
18141
0
    return id;
18142
0
}
18143
18144
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
18145
// The limitation with this call is that your window won't have a menu bar.
18146
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
18147
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
18148
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
18149
0
{
18150
0
    if (viewport == NULL)
18151
0
        viewport = GetMainViewport();
18152
18153
0
    SetNextWindowPos(viewport->WorkPos);
18154
0
    SetNextWindowSize(viewport->WorkSize);
18155
0
    SetNextWindowViewport(viewport->ID);
18156
18157
0
    ImGuiWindowFlags host_window_flags = 0;
18158
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
18159
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
18160
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
18161
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
18162
18163
0
    char label[32];
18164
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
18165
18166
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
18167
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
18168
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
18169
0
    Begin(label, NULL, host_window_flags);
18170
0
    PopStyleVar(3);
18171
18172
0
    ImGuiID dockspace_id = GetID("DockSpace");
18173
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
18174
0
    End();
18175
18176
0
    return dockspace_id;
18177
0
}
18178
18179
//-----------------------------------------------------------------------------
18180
// Docking: Builder Functions
18181
//-----------------------------------------------------------------------------
18182
// Very early end-user API to manipulate dock nodes.
18183
// Only available in imgui_internal.h. Expect this API to change/break!
18184
// It is expected that those functions are all called _before_ the dockspace node submission.
18185
//-----------------------------------------------------------------------------
18186
// - DockBuilderDockWindow()
18187
// - DockBuilderGetNode()
18188
// - DockBuilderSetNodePos()
18189
// - DockBuilderSetNodeSize()
18190
// - DockBuilderAddNode()
18191
// - DockBuilderRemoveNode()
18192
// - DockBuilderRemoveNodeChildNodes()
18193
// - DockBuilderRemoveNodeDockedWindows()
18194
// - DockBuilderSplitNode()
18195
// - DockBuilderCopyNodeRec()
18196
// - DockBuilderCopyNode()
18197
// - DockBuilderCopyWindowSettings()
18198
// - DockBuilderCopyDockSpace()
18199
// - DockBuilderFinish()
18200
//-----------------------------------------------------------------------------
18201
18202
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
18203
0
{
18204
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
18205
0
    ImGuiContext& g = *GImGui; IM_UNUSED(g);
18206
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderDockWindow '%s' to node 0x%08X\n", window_name, node_id);
18207
0
    ImGuiID window_id = ImHashStr(window_name);
18208
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
18209
0
    {
18210
        // Apply to created window
18211
0
        ImGuiID prev_node_id = window->DockId;
18212
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
18213
0
        if (window->DockId != prev_node_id)
18214
0
            window->DockOrder = -1;
18215
0
    }
18216
0
    else
18217
0
    {
18218
        // Apply to settings
18219
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
18220
0
        if (settings == NULL)
18221
0
            settings = CreateNewWindowSettings(window_name);
18222
0
        if (settings->DockId != node_id)
18223
0
            settings->DockOrder = -1;
18224
0
        settings->DockId = node_id;
18225
0
    }
18226
0
}
18227
18228
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
18229
0
{
18230
0
    ImGuiContext* ctx = GImGui;
18231
0
    return DockContextFindNodeByID(ctx, node_id);
18232
0
}
18233
18234
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
18235
0
{
18236
0
    ImGuiContext* ctx = GImGui;
18237
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18238
0
    if (node == NULL)
18239
0
        return;
18240
0
    node->Pos = pos;
18241
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
18242
0
}
18243
18244
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
18245
0
{
18246
0
    ImGuiContext* ctx = GImGui;
18247
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18248
0
    if (node == NULL)
18249
0
        return;
18250
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
18251
0
    node->Size = node->SizeRef = size;
18252
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
18253
0
}
18254
18255
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
18256
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
18257
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
18258
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
18259
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
18260
// - Use (id == 0) to let the system allocate a node identifier.
18261
// - Existing node with a same id will be removed.
18262
ImGuiID ImGui::DockBuilderAddNode(ImGuiID node_id, ImGuiDockNodeFlags flags)
18263
0
{
18264
0
    ImGuiContext* ctx = GImGui;
18265
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18266
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderAddNode 0x%08X flags=%08X\n", node_id, flags);
18267
18268
0
    if (node_id != 0)
18269
0
        DockBuilderRemoveNode(node_id);
18270
18271
0
    ImGuiDockNode* node = NULL;
18272
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
18273
0
    {
18274
0
        DockSpace(node_id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
18275
0
        node = DockContextFindNodeByID(ctx, node_id);
18276
0
    }
18277
0
    else
18278
0
    {
18279
0
        node = DockContextAddNode(ctx, node_id);
18280
0
        node->SetLocalFlags(flags);
18281
0
    }
18282
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
18283
0
    return node->ID;
18284
0
}
18285
18286
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
18287
0
{
18288
0
    ImGuiContext* ctx = GImGui;
18289
0
    ImGuiContext& g = *ctx; IM_UNUSED(g);
18290
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderRemoveNode 0x%08X\n", node_id);
18291
18292
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
18293
0
    if (node == NULL)
18294
0
        return;
18295
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
18296
0
    DockBuilderRemoveNodeChildNodes(node_id);
18297
    // Node may have moved or deleted if e.g. any merge happened
18298
0
    node = DockContextFindNodeByID(ctx, node_id);
18299
0
    if (node == NULL)
18300
0
        return;
18301
0
    if (node->IsCentralNode() && node->ParentNode)
18302
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18303
0
    DockContextRemoveNode(ctx, node, true);
18304
0
}
18305
18306
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
18307
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
18308
0
{
18309
0
    ImGuiContext* ctx = GImGui;
18310
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18311
18312
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
18313
0
    if (root_id && root_node == NULL)
18314
0
        return;
18315
0
    bool has_central_node = false;
18316
18317
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
18318
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
18319
18320
    // Process active windows
18321
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
18322
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18323
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18324
0
        {
18325
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
18326
0
            if (want_removal)
18327
0
            {
18328
0
                if (node->IsCentralNode())
18329
0
                    has_central_node = true;
18330
0
                if (root_id != 0)
18331
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
18332
0
                if (root_node)
18333
0
                {
18334
0
                    DockNodeMoveWindows(root_node, node);
18335
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
18336
0
                }
18337
0
                nodes_to_remove.push_back(node);
18338
0
            }
18339
0
        }
18340
18341
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
18342
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
18343
0
    if (root_node)
18344
0
    {
18345
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
18346
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
18347
0
    }
18348
18349
    // Apply to settings
18350
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
18351
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
18352
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
18353
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
18354
0
                {
18355
0
                    settings->DockId = root_id;
18356
0
                    break;
18357
0
                }
18358
18359
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
18360
0
    if (nodes_to_remove.Size > 1)
18361
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
18362
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
18363
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
18364
18365
0
    if (root_id == 0)
18366
0
    {
18367
0
        dc->Nodes.Clear();
18368
0
        dc->Requests.clear();
18369
0
    }
18370
0
    else if (has_central_node)
18371
0
    {
18372
0
        root_node->CentralNode = root_node;
18373
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
18374
0
    }
18375
0
}
18376
18377
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
18378
0
{
18379
    // Clear references in settings
18380
0
    ImGuiContext* ctx = GImGui;
18381
0
    ImGuiContext& g = *ctx;
18382
0
    if (clear_settings_refs)
18383
0
    {
18384
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18385
0
        {
18386
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
18387
0
            if (!want_removal && settings->DockId != 0)
18388
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
18389
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
18390
0
                        want_removal = true;
18391
0
            if (want_removal)
18392
0
                settings->DockId = 0;
18393
0
        }
18394
0
    }
18395
18396
    // Clear references in windows
18397
0
    for (int n = 0; n < g.Windows.Size; n++)
18398
0
    {
18399
0
        ImGuiWindow* window = g.Windows[n];
18400
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
18401
0
        if (want_removal)
18402
0
        {
18403
0
            const ImGuiID backup_dock_id = window->DockId;
18404
0
            IM_UNUSED(backup_dock_id);
18405
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
18406
0
            if (!clear_settings_refs)
18407
0
                IM_ASSERT(window->DockId == backup_dock_id);
18408
0
        }
18409
0
    }
18410
0
}
18411
18412
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
18413
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
18414
// FIXME-DOCK: We are not exposing nor using split_outer.
18415
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
18416
0
{
18417
0
    ImGuiContext& g = *GImGui;
18418
0
    IM_ASSERT(split_dir != ImGuiDir_None);
18419
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
18420
18421
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
18422
0
    if (node == NULL)
18423
0
    {
18424
0
        IM_ASSERT(node != NULL);
18425
0
        return 0;
18426
0
    }
18427
18428
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
18429
18430
0
    ImGuiDockRequest req;
18431
0
    req.Type = ImGuiDockRequestType_Split;
18432
0
    req.DockTargetWindow = NULL;
18433
0
    req.DockTargetNode = node;
18434
0
    req.DockPayload = NULL;
18435
0
    req.DockSplitDir = split_dir;
18436
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
18437
0
    req.DockSplitOuter = false;
18438
0
    DockContextProcessDock(&g, &req);
18439
18440
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
18441
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
18442
0
    if (out_id_at_dir)
18443
0
        *out_id_at_dir = id_at_dir;
18444
0
    if (out_id_at_opposite_dir)
18445
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
18446
0
    return id_at_dir;
18447
0
}
18448
18449
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
18450
0
{
18451
0
    ImGuiContext& g = *GImGui;
18452
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
18453
0
    dst_node->SharedFlags = src_node->SharedFlags;
18454
0
    dst_node->LocalFlags = src_node->LocalFlags;
18455
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
18456
0
    dst_node->Pos = src_node->Pos;
18457
0
    dst_node->Size = src_node->Size;
18458
0
    dst_node->SizeRef = src_node->SizeRef;
18459
0
    dst_node->SplitAxis = src_node->SplitAxis;
18460
0
    dst_node->UpdateMergedFlags();
18461
18462
0
    out_node_remap_pairs->push_back(src_node->ID);
18463
0
    out_node_remap_pairs->push_back(dst_node->ID);
18464
18465
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
18466
0
        if (src_node->ChildNodes[child_n])
18467
0
        {
18468
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
18469
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
18470
0
        }
18471
18472
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
18473
0
    return dst_node;
18474
0
}
18475
18476
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
18477
0
{
18478
0
    ImGuiContext* ctx = GImGui;
18479
0
    IM_ASSERT(src_node_id != 0);
18480
0
    IM_ASSERT(dst_node_id != 0);
18481
0
    IM_ASSERT(out_node_remap_pairs != NULL);
18482
18483
0
    DockBuilderRemoveNode(dst_node_id);
18484
18485
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
18486
0
    IM_ASSERT(src_node != NULL);
18487
18488
0
    out_node_remap_pairs->clear();
18489
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18490
18491
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18492
0
}
18493
18494
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18495
0
{
18496
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18497
0
    if (src_window == NULL)
18498
0
        return;
18499
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18500
0
    {
18501
0
        dst_window->Pos = src_window->Pos;
18502
0
        dst_window->Size = src_window->Size;
18503
0
        dst_window->SizeFull = src_window->SizeFull;
18504
0
        dst_window->Collapsed = src_window->Collapsed;
18505
0
    }
18506
0
    else
18507
0
    {
18508
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18509
0
        if (!dst_settings)
18510
0
            dst_settings = CreateNewWindowSettings(dst_name);
18511
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18512
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18513
0
        {
18514
0
            dst_settings->ViewportPos = window_pos_2ih;
18515
0
            dst_settings->ViewportId = src_window->ViewportId;
18516
0
            dst_settings->Pos = ImVec2ih(0, 0);
18517
0
        }
18518
0
        else
18519
0
        {
18520
0
            dst_settings->Pos = window_pos_2ih;
18521
0
        }
18522
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18523
0
        dst_settings->Collapsed = src_window->Collapsed;
18524
0
    }
18525
0
}
18526
18527
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18528
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18529
0
{
18530
0
    ImGuiContext& g = *GImGui;
18531
0
    IM_ASSERT(src_dockspace_id != 0);
18532
0
    IM_ASSERT(dst_dockspace_id != 0);
18533
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18534
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18535
18536
    // Duplicate entire dock
18537
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18538
    // whereas we could attempt to at least keep them together in a new, same floating node.
18539
0
    ImVector<ImGuiID> node_remap_pairs;
18540
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18541
18542
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18543
    // (The windows associated to src_dockspace_id are staying in place)
18544
0
    ImVector<ImGuiID> src_windows;
18545
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18546
0
    {
18547
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18548
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18549
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18550
0
        src_windows.push_back(src_window_id);
18551
18552
        // Search in the remapping tables
18553
0
        ImGuiID src_dock_id = 0;
18554
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18555
0
            src_dock_id = src_window->DockId;
18556
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18557
0
            src_dock_id = src_window_settings->DockId;
18558
0
        ImGuiID dst_dock_id = 0;
18559
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18560
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18561
0
            {
18562
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18563
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18564
0
                break;
18565
0
            }
18566
18567
0
        if (dst_dock_id != 0)
18568
0
        {
18569
            // Docked windows gets redocked into the new node hierarchy.
18570
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18571
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18572
0
        }
18573
0
        else
18574
0
        {
18575
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18576
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18577
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18578
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18579
0
        }
18580
0
    }
18581
18582
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18583
    // Find those windows and move to them to the cloned dock node. This may be optional?
18584
    // Dock those are a second step as undocking would invalidate source dock nodes.
18585
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18586
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18587
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18588
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18589
0
        {
18590
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18591
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18592
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18593
0
            {
18594
0
                ImGuiWindow* window = node->Windows[window_n];
18595
0
                if (src_windows.contains(window->ID))
18596
0
                    continue;
18597
18598
                // Docked windows gets redocked into the new node hierarchy.
18599
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18600
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18601
0
            }
18602
0
        }
18603
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18604
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18605
0
}
18606
18607
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18608
void ImGui::DockBuilderFinish(ImGuiID root_id)
18609
0
{
18610
0
    ImGuiContext* ctx = GImGui;
18611
    //DockContextRebuild(ctx);
18612
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18613
0
}
18614
18615
//-----------------------------------------------------------------------------
18616
// Docking: Begin/End Support Functions (called from Begin/End)
18617
//-----------------------------------------------------------------------------
18618
// - GetWindowAlwaysWantOwnTabBar()
18619
// - DockContextBindNodeToWindow()
18620
// - BeginDocked()
18621
// - BeginDockableDragDropSource()
18622
// - BeginDockableDragDropTarget()
18623
//-----------------------------------------------------------------------------
18624
18625
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18626
0
{
18627
0
    ImGuiContext& g = *GImGui;
18628
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18629
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18630
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18631
0
                return true;
18632
0
    return false;
18633
0
}
18634
18635
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18636
0
{
18637
0
    ImGuiContext& g = *ctx;
18638
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18639
0
    IM_ASSERT(window->DockNode == NULL);
18640
18641
    // We should not be docking into a split node (SetWindowDock should avoid this)
18642
0
    if (node && node->IsSplitNode())
18643
0
    {
18644
0
        DockContextProcessUndockWindow(ctx, window);
18645
0
        return NULL;
18646
0
    }
18647
18648
    // Create node
18649
0
    if (node == NULL)
18650
0
    {
18651
0
        node = DockContextAddNode(ctx, window->DockId);
18652
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18653
0
        node->LastFrameAlive = g.FrameCount;
18654
0
    }
18655
18656
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18657
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18658
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18659
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18660
0
    if (!node->IsVisible)
18661
0
    {
18662
0
        ImGuiDockNode* ancestor_node = node;
18663
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18664
0
            ancestor_node = ancestor_node->ParentNode;
18665
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18666
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18667
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18668
0
    }
18669
18670
    // Add window to node
18671
0
    bool node_was_visible = node->IsVisible;
18672
0
    DockNodeAddWindow(node, window, true);
18673
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18674
0
    IM_ASSERT(node == window->DockNode);
18675
0
    return node;
18676
0
}
18677
18678
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18679
0
{
18680
0
    ImGuiContext* ctx = GImGui;
18681
0
    ImGuiContext& g = *ctx;
18682
18683
    // Clear fields ahead so most early-out paths don't have to do it
18684
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18685
18686
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18687
0
    if (auto_dock_node)
18688
0
    {
18689
0
        if (window->DockId == 0)
18690
0
        {
18691
0
            IM_ASSERT(window->DockNode == NULL);
18692
0
            window->DockId = DockContextGenNodeID(ctx);
18693
0
        }
18694
0
    }
18695
0
    else
18696
0
    {
18697
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18698
0
        bool want_undock = false;
18699
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18700
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18701
0
        if (want_undock)
18702
0
        {
18703
0
            DockContextProcessUndockWindow(ctx, window);
18704
0
            return;
18705
0
        }
18706
0
    }
18707
18708
    // Bind to our dock node
18709
0
    ImGuiDockNode* node = window->DockNode;
18710
0
    if (node != NULL)
18711
0
        IM_ASSERT(window->DockId == node->ID);
18712
0
    if (window->DockId != 0 && node == NULL)
18713
0
    {
18714
0
        node = DockContextBindNodeToWindow(ctx, window);
18715
0
        if (node == NULL)
18716
0
            return;
18717
0
    }
18718
18719
#if 0
18720
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18721
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18722
    {
18723
        DockContextProcessUndockWindow(ctx, window);
18724
        return;
18725
    }
18726
#endif
18727
18728
    // Undock if our dockspace node disappeared
18729
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18730
0
    if (node->LastFrameAlive < g.FrameCount)
18731
0
    {
18732
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18733
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18734
0
        if (root_node->LastFrameAlive < g.FrameCount)
18735
0
            DockContextProcessUndockWindow(ctx, window);
18736
0
        else
18737
0
            window->DockIsActive = true;
18738
0
        return;
18739
0
    }
18740
18741
    // Store style overrides
18742
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18743
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18744
18745
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18746
    // and never create neither a host window neither a tab bar.
18747
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18748
0
    if (node->HostWindow == NULL)
18749
0
    {
18750
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18751
0
            window->DockIsActive = true;
18752
0
        if (node->Windows.Size > 1 && window->Appearing) // Only hide appearing window
18753
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18754
0
        return;
18755
0
    }
18756
18757
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18758
0
    IM_ASSERT(node->HostWindow);
18759
0
    IM_ASSERT(node->IsLeafNode());
18760
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18761
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18762
18763
    // Undock if we are submitted earlier than the host window
18764
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18765
0
    {
18766
0
        DockContextProcessUndockWindow(ctx, window);
18767
0
        return;
18768
0
    }
18769
18770
    // Position/Size window
18771
0
    SetNextWindowPos(node->Pos);
18772
0
    SetNextWindowSize(node->Size);
18773
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18774
0
    window->DockIsActive = true;
18775
0
    window->DockNodeIsVisible = true;
18776
0
    window->DockTabIsVisible = false;
18777
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18778
0
        return;
18779
18780
    // When the window is selected we mark it as visible.
18781
0
    if (node->VisibleWindow == window)
18782
0
        window->DockTabIsVisible = true;
18783
18784
    // Update window flag
18785
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18786
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize;
18787
0
    window->ChildFlags |= ImGuiChildFlags_AlwaysUseWindowPadding;
18788
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18789
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18790
0
    else
18791
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18792
18793
    // Save new dock order only if the window has been visible once already
18794
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18795
0
    if (node->TabBar && window->WasActive)
18796
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18797
18798
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18799
0
        *p_open = false;
18800
18801
    // Update ChildId to allow returning from Child to Parent with Escape
18802
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18803
0
    window->ChildId = parent_window->GetID(window->Name);
18804
0
}
18805
18806
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18807
0
{
18808
0
    ImGuiContext& g = *GImGui;
18809
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18810
0
    IM_ASSERT(g.MovingWindow == window);
18811
0
    IM_ASSERT(g.CurrentWindow == window);
18812
18813
    // 0: Hold SHIFT to disable docking, 1: Hold SHIFT to enable docking.
18814
0
    if (g.IO.ConfigDockingWithShift != g.IO.KeyShift)
18815
0
    {
18816
        // When ConfigDockingWithShift is set, display a tooltip to increase UI affordance.
18817
        // We cannot set for HoveredWindowUnderMovingWindow != NULL here, as it is only valid/useful when drag and drop is already active
18818
        // (because of the 'is_mouse_dragging_with_an_expected_destination' logic in UpdateViewportsNewFrame() function)
18819
0
        if (g.IO.ConfigDockingWithShift && g.MouseStationaryTimer >= 1.0f && g.ActiveId >= 1.0f)
18820
0
            SetTooltip("%s", LocalizeGetMsg(ImGuiLocKey_DockingHoldShiftToDock));
18821
0
        return;
18822
0
    }
18823
18824
0
    g.LastItemData.ID = window->MoveId;
18825
0
    window = window->RootWindowDockTree;
18826
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18827
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18828
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18829
0
    {
18830
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18831
0
        EndDragDropSource();
18832
18833
        // Store style overrides
18834
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18835
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18836
0
    }
18837
0
}
18838
18839
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18840
0
{
18841
0
    ImGuiContext* ctx = GImGui;
18842
0
    ImGuiContext& g = *ctx;
18843
18844
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18845
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18846
0
    if (!g.DragDropActive)
18847
0
        return;
18848
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18849
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18850
0
        return;
18851
18852
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18853
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18854
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18855
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18856
0
    {
18857
0
        EndDragDropTarget();
18858
0
        return;
18859
0
    }
18860
18861
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18862
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18863
0
    {
18864
        // Select target node
18865
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18866
0
        bool dock_into_floating_window = false;
18867
0
        ImGuiDockNode* node = NULL;
18868
0
        if (window->DockNodeAsHost)
18869
0
        {
18870
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18871
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18872
18873
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18874
            // In this case we need to fallback into any leaf mode, possibly the central node.
18875
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18876
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18877
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18878
0
        }
18879
0
        else
18880
0
        {
18881
0
            if (window->DockNode)
18882
0
                node = window->DockNode;
18883
0
            else
18884
0
                dock_into_floating_window = true; // Dock into a regular window
18885
0
        }
18886
18887
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18888
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18889
18890
        // Preview docking request and find out split direction/ratio
18891
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18892
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18893
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18894
0
        {
18895
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18896
0
            ImGuiDockPreviewData split_inner;
18897
0
            ImGuiDockPreviewData split_outer;
18898
0
            ImGuiDockPreviewData* split_data = &split_inner;
18899
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18900
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18901
0
                {
18902
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18903
0
                    if (split_outer.IsSplitDirExplicit)
18904
0
                        split_data = &split_outer;
18905
0
                }
18906
0
            if (!node || node->IsLeafNode())
18907
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18908
0
            if (split_data == &split_outer)
18909
0
                split_inner.IsDropAllowed = false;
18910
18911
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18912
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18913
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18914
18915
            // Queue docking request
18916
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18917
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18918
0
        }
18919
0
    }
18920
0
    EndDragDropTarget();
18921
0
}
18922
18923
//-----------------------------------------------------------------------------
18924
// Docking: Settings
18925
//-----------------------------------------------------------------------------
18926
// - DockSettingsRenameNodeReferences()
18927
// - DockSettingsRemoveNodeReferences()
18928
// - DockSettingsFindNodeSettings()
18929
// - DockSettingsHandler_ApplyAll()
18930
// - DockSettingsHandler_ReadOpen()
18931
// - DockSettingsHandler_ReadLine()
18932
// - DockSettingsHandler_DockNodeToSettings()
18933
// - DockSettingsHandler_WriteAll()
18934
//-----------------------------------------------------------------------------
18935
18936
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18937
0
{
18938
0
    ImGuiContext& g = *GImGui;
18939
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18940
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18941
0
    {
18942
0
        ImGuiWindow* window = g.Windows[window_n];
18943
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18944
0
            window->DockId = new_node_id;
18945
0
    }
18946
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18947
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18948
0
        if (settings->DockId == old_node_id)
18949
0
            settings->DockId = new_node_id;
18950
0
}
18951
18952
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18953
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18954
0
{
18955
0
    ImGuiContext& g = *GImGui;
18956
0
    int found = 0;
18957
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18958
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18959
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18960
0
            if (settings->DockId == node_ids[node_n])
18961
0
            {
18962
0
                settings->DockId = 0;
18963
0
                settings->DockOrder = -1;
18964
0
                if (++found < node_ids_count)
18965
0
                    break;
18966
0
                return;
18967
0
            }
18968
0
}
18969
18970
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18971
0
{
18972
    // FIXME-OPT
18973
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18974
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18975
0
        if (dc->NodesSettings[n].ID == id)
18976
0
            return &dc->NodesSettings[n];
18977
0
    return NULL;
18978
0
}
18979
18980
// Clear settings data
18981
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18982
0
{
18983
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18984
0
    dc->NodesSettings.clear();
18985
0
    DockContextClearNodes(ctx, 0, true);
18986
0
}
18987
18988
// Recreate nodes based on settings data
18989
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18990
0
{
18991
    // Prune settings at boot time only
18992
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18993
0
    if (ctx->Windows.Size == 0)
18994
0
        DockContextPruneUnusedSettingsNodes(ctx);
18995
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18996
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18997
0
}
18998
18999
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
19000
0
{
19001
0
    if (strcmp(name, "Data") != 0)
19002
0
        return NULL;
19003
0
    return (void*)1;
19004
0
}
19005
19006
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
19007
0
{
19008
0
    char c = 0;
19009
0
    int x = 0, y = 0;
19010
0
    int r = 0;
19011
19012
    // Parsing, e.g.
19013
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
19014
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
19015
    // Important: this code expect currently fields in a fixed order.
19016
0
    ImGuiDockNodeSettings node;
19017
0
    line = ImStrSkipBlank(line);
19018
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
19019
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
19020
0
    else return;
19021
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
19022
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
19023
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
19024
0
    if (node.ParentNodeId == 0)
19025
0
    {
19026
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
19027
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
19028
0
    }
19029
0
    else
19030
0
    {
19031
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
19032
0
    }
19033
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
19034
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
19035
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
19036
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
19037
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
19038
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
19039
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
19040
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
19041
0
    if (node.ParentNodeId != 0)
19042
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
19043
0
            node.Depth = parent_settings->Depth + 1;
19044
0
    ctx->DockContext.NodesSettings.push_back(node);
19045
0
}
19046
19047
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
19048
0
{
19049
0
    ImGuiDockNodeSettings node_settings;
19050
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
19051
0
    node_settings.ID = node->ID;
19052
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
19053
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
19054
0
    node_settings.SelectedTabId = node->SelectedTabId;
19055
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
19056
0
    node_settings.Depth = (char)depth;
19057
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
19058
0
    node_settings.Pos = ImVec2ih(node->Pos);
19059
0
    node_settings.Size = ImVec2ih(node->Size);
19060
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
19061
0
    dc->NodesSettings.push_back(node_settings);
19062
0
    if (node->ChildNodes[0])
19063
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
19064
0
    if (node->ChildNodes[1])
19065
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
19066
0
}
19067
19068
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
19069
0
{
19070
0
    ImGuiContext& g = *ctx;
19071
0
    ImGuiDockContext* dc = &ctx->DockContext;
19072
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
19073
0
        return;
19074
19075
    // Gather settings data
19076
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
19077
0
    dc->NodesSettings.resize(0);
19078
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
19079
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
19080
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19081
0
            if (node->IsRootNode())
19082
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
19083
19084
0
    int max_depth = 0;
19085
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19086
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
19087
19088
    // Write to text buffer
19089
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
19090
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
19091
0
    {
19092
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
19093
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
19094
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
19095
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
19096
0
        if (node_settings->ParentNodeId)
19097
0
        {
19098
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
19099
0
        }
19100
0
        else
19101
0
        {
19102
0
            if (node_settings->ParentWindowId)
19103
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
19104
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
19105
0
        }
19106
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
19107
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
19108
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
19109
0
            buf->appendf(" NoResize=1");
19110
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
19111
0
            buf->appendf(" CentralNode=1");
19112
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
19113
0
            buf->appendf(" NoTabBar=1");
19114
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
19115
0
            buf->appendf(" HiddenTabBar=1");
19116
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
19117
0
            buf->appendf(" NoWindowMenuButton=1");
19118
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
19119
0
            buf->appendf(" NoCloseButton=1");
19120
0
        if (node_settings->SelectedTabId)
19121
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
19122
19123
        // [DEBUG] Include comments in the .ini file to ease debugging (this makes saving slower!)
19124
0
        if (g.IO.ConfigDebugIniSettings)
19125
0
            if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
19126
0
            {
19127
0
                buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
19128
0
                if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
19129
0
                    buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
19130
                // Iterate settings so we can give info about windows that didn't exist during the session.
19131
0
                int contains_window = 0;
19132
0
                for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19133
0
                    if (settings->DockId == node_settings->ID)
19134
0
                    {
19135
0
                        if (contains_window++ == 0)
19136
0
                            buf->appendf(" ; contains ");
19137
0
                        buf->appendf("'%s' ", settings->GetName());
19138
0
                    }
19139
0
            }
19140
19141
0
        buf->appendf("\n");
19142
0
    }
19143
0
    buf->appendf("\n");
19144
0
}
19145
19146
19147
//-----------------------------------------------------------------------------
19148
// [SECTION] PLATFORM DEPENDENT HELPERS
19149
//-----------------------------------------------------------------------------
19150
19151
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
19152
19153
#ifdef _MSC_VER
19154
#pragma comment(lib, "user32")
19155
#pragma comment(lib, "kernel32")
19156
#endif
19157
19158
// Win32 clipboard implementation
19159
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
19160
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19161
{
19162
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19163
    g.ClipboardHandlerData.clear();
19164
    if (!::OpenClipboard(NULL))
19165
        return NULL;
19166
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
19167
    if (wbuf_handle == NULL)
19168
    {
19169
        ::CloseClipboard();
19170
        return NULL;
19171
    }
19172
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
19173
    {
19174
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
19175
        g.ClipboardHandlerData.resize(buf_len);
19176
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
19177
    }
19178
    ::GlobalUnlock(wbuf_handle);
19179
    ::CloseClipboard();
19180
    return g.ClipboardHandlerData.Data;
19181
}
19182
19183
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19184
{
19185
    if (!::OpenClipboard(NULL))
19186
        return;
19187
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
19188
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
19189
    if (wbuf_handle == NULL)
19190
    {
19191
        ::CloseClipboard();
19192
        return;
19193
    }
19194
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
19195
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
19196
    ::GlobalUnlock(wbuf_handle);
19197
    ::EmptyClipboard();
19198
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
19199
        ::GlobalFree(wbuf_handle);
19200
    ::CloseClipboard();
19201
}
19202
19203
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
19204
19205
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
19206
static PasteboardRef main_clipboard = 0;
19207
19208
// OSX clipboard implementation
19209
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
19210
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
19211
{
19212
    if (!main_clipboard)
19213
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19214
    PasteboardClear(main_clipboard);
19215
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
19216
    if (cf_data)
19217
    {
19218
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
19219
        CFRelease(cf_data);
19220
    }
19221
}
19222
19223
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19224
{
19225
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19226
    if (!main_clipboard)
19227
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
19228
    PasteboardSynchronize(main_clipboard);
19229
19230
    ItemCount item_count = 0;
19231
    PasteboardGetItemCount(main_clipboard, &item_count);
19232
    for (ItemCount i = 0; i < item_count; i++)
19233
    {
19234
        PasteboardItemID item_id = 0;
19235
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
19236
        CFArrayRef flavor_type_array = 0;
19237
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
19238
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
19239
        {
19240
            CFDataRef cf_data;
19241
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
19242
            {
19243
                g.ClipboardHandlerData.clear();
19244
                int length = (int)CFDataGetLength(cf_data);
19245
                g.ClipboardHandlerData.resize(length + 1);
19246
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
19247
                g.ClipboardHandlerData[length] = 0;
19248
                CFRelease(cf_data);
19249
                return g.ClipboardHandlerData.Data;
19250
            }
19251
        }
19252
    }
19253
    return NULL;
19254
}
19255
19256
#else
19257
19258
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
19259
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
19260
0
{
19261
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19262
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
19263
0
}
19264
19265
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
19266
0
{
19267
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
19268
0
    g.ClipboardHandlerData.clear();
19269
0
    const char* text_end = text + strlen(text);
19270
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
19271
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
19272
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
19273
0
}
19274
19275
#endif
19276
19277
// Win32 API IME support (for Asian languages, etc.)
19278
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
19279
19280
#include <imm.h>
19281
#ifdef _MSC_VER
19282
#pragma comment(lib, "imm32")
19283
#endif
19284
19285
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
19286
{
19287
    // Notify OS Input Method Editor of text input position
19288
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
19289
    if (hwnd == 0)
19290
        return;
19291
19292
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
19293
    if (HIMC himc = ::ImmGetContext(hwnd))
19294
    {
19295
        COMPOSITIONFORM composition_form = {};
19296
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19297
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19298
        composition_form.dwStyle = CFS_FORCE_POSITION;
19299
        ::ImmSetCompositionWindow(himc, &composition_form);
19300
        CANDIDATEFORM candidate_form = {};
19301
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
19302
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
19303
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
19304
        ::ImmSetCandidateWindow(himc, &candidate_form);
19305
        ::ImmReleaseContext(hwnd, himc);
19306
    }
19307
}
19308
19309
#else
19310
19311
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
19312
19313
#endif
19314
19315
//-----------------------------------------------------------------------------
19316
// [SECTION] METRICS/DEBUGGER WINDOW
19317
//-----------------------------------------------------------------------------
19318
// - RenderViewportThumbnail() [Internal]
19319
// - RenderViewportsThumbnails() [Internal]
19320
// - DebugTextEncoding()
19321
// - MetricsHelpMarker() [Internal]
19322
// - ShowFontAtlas() [Internal]
19323
// - ShowMetricsWindow()
19324
// - DebugNodeColumns() [Internal]
19325
// - DebugNodeDockNode() [Internal]
19326
// - DebugNodeDrawList() [Internal]
19327
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
19328
// - DebugNodeFont() [Internal]
19329
// - DebugNodeFontGlyph() [Internal]
19330
// - DebugNodeStorage() [Internal]
19331
// - DebugNodeTabBar() [Internal]
19332
// - DebugNodeViewport() [Internal]
19333
// - DebugNodeWindow() [Internal]
19334
// - DebugNodeWindowSettings() [Internal]
19335
// - DebugNodeWindowsList() [Internal]
19336
// - DebugNodeWindowsListByBeginStackParent() [Internal]
19337
//-----------------------------------------------------------------------------
19338
19339
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
19340
19341
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
19342
0
{
19343
0
    ImGuiContext& g = *GImGui;
19344
0
    ImGuiWindow* window = g.CurrentWindow;
19345
19346
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
19347
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
19348
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
19349
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
19350
0
    for (ImGuiWindow* thumb_window : g.Windows)
19351
0
    {
19352
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
19353
0
            continue;
19354
0
        if (thumb_window->Viewport != viewport)
19355
0
            continue;
19356
19357
0
        ImRect thumb_r = thumb_window->Rect();
19358
0
        ImRect title_r = thumb_window->TitleBarRect();
19359
0
        thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off +  thumb_r.Max * scale));
19360
0
        title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
19361
0
        thumb_r.ClipWithFull(bb);
19362
0
        title_r.ClipWithFull(bb);
19363
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
19364
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
19365
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
19366
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19367
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
19368
0
    }
19369
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
19370
0
}
19371
19372
static void RenderViewportsThumbnails()
19373
0
{
19374
0
    ImGuiContext& g = *GImGui;
19375
0
    ImGuiWindow* window = g.CurrentWindow;
19376
19377
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
19378
0
    float SCALE = 1.0f / 8.0f;
19379
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19380
0
    for (ImGuiViewportP* viewport : g.Viewports)
19381
0
        bb_full.Add(viewport->GetMainRect());
19382
0
    ImVec2 p = window->DC.CursorPos;
19383
0
    ImVec2 off = p - bb_full.Min * SCALE;
19384
0
    for (ImGuiViewportP* viewport : g.Viewports)
19385
0
    {
19386
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
19387
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
19388
0
    }
19389
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
19390
0
}
19391
19392
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
19393
0
{
19394
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
19395
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
19396
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
19397
0
}
19398
19399
// Draw an arbitrary US keyboard layout to visualize translated keys
19400
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
19401
0
{
19402
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
19403
0
    const float  key_rounding = 3.0f;
19404
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
19405
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
19406
0
    const float  key_face_rounding = 2.0f;
19407
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
19408
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
19409
0
    const float  key_row_offset = 9.0f;
19410
19411
0
    ImVec2 board_min = GetCursorScreenPos();
19412
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
19413
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
19414
19415
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
19416
0
    const KeyLayoutData keys_to_display[] =
19417
0
    {
19418
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
19419
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
19420
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
19421
0
    };
19422
19423
    // Elements rendered manually via ImDrawList API are not clipped automatically.
19424
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
19425
0
    Dummy(board_max - board_min);
19426
0
    if (!IsItemVisible())
19427
0
        return;
19428
0
    draw_list->PushClipRect(board_min, board_max, true);
19429
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
19430
0
    {
19431
0
        const KeyLayoutData* key_data = &keys_to_display[n];
19432
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
19433
0
        ImVec2 key_max = key_min + key_size;
19434
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
19435
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
19436
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
19437
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
19438
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
19439
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
19440
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
19441
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
19442
0
        if (IsKeyDown(key_data->Key))
19443
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
19444
0
    }
19445
0
    draw_list->PopClipRect();
19446
0
}
19447
19448
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
19449
void ImGui::DebugTextEncoding(const char* str)
19450
0
{
19451
0
    Text("Text: \"%s\"", str);
19452
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
19453
0
        return;
19454
0
    TableSetupColumn("Offset");
19455
0
    TableSetupColumn("UTF-8");
19456
0
    TableSetupColumn("Glyph");
19457
0
    TableSetupColumn("Codepoint");
19458
0
    TableHeadersRow();
19459
0
    for (const char* p = str; *p != 0; )
19460
0
    {
19461
0
        unsigned int c;
19462
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
19463
0
        TableNextColumn();
19464
0
        Text("%d", (int)(p - str));
19465
0
        TableNextColumn();
19466
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
19467
0
        {
19468
0
            if (byte_index > 0)
19469
0
                SameLine();
19470
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
19471
0
        }
19472
0
        TableNextColumn();
19473
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
19474
0
            TextUnformatted(p, p + c_utf8_len);
19475
0
        else
19476
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
19477
0
        TableNextColumn();
19478
0
        Text("U+%04X", (int)c);
19479
0
        p += c_utf8_len;
19480
0
    }
19481
0
    EndTable();
19482
0
}
19483
19484
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
19485
static void MetricsHelpMarker(const char* desc)
19486
0
{
19487
0
    ImGui::TextDisabled("(?)");
19488
0
    if (ImGui::BeginItemTooltip())
19489
0
    {
19490
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
19491
0
        ImGui::TextUnformatted(desc);
19492
0
        ImGui::PopTextWrapPos();
19493
0
        ImGui::EndTooltip();
19494
0
    }
19495
0
}
19496
19497
// [DEBUG] List fonts in a font atlas and display its texture
19498
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19499
0
{
19500
0
    for (ImFont* font : atlas->Fonts)
19501
0
    {
19502
0
        PushID(font);
19503
0
        DebugNodeFont(font);
19504
0
        PopID();
19505
0
    }
19506
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19507
0
    {
19508
0
        ImGuiContext& g = *GImGui;
19509
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19510
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19511
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19512
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19513
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19514
0
        TreePop();
19515
0
    }
19516
0
}
19517
19518
void ImGui::ShowMetricsWindow(bool* p_open)
19519
0
{
19520
0
    ImGuiContext& g = *GImGui;
19521
0
    ImGuiIO& io = g.IO;
19522
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19523
0
    if (cfg->ShowDebugLog)
19524
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19525
0
    if (cfg->ShowIDStackTool)
19526
0
        ShowIDStackToolWindow(&cfg->ShowIDStackTool);
19527
19528
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19529
0
    {
19530
0
        End();
19531
0
        return;
19532
0
    }
19533
19534
    // Basic info
19535
0
    Text("Dear ImGui %s", GetVersion());
19536
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19537
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19538
0
    Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount);
19539
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19540
19541
0
    Separator();
19542
19543
    // Debugging enums
19544
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19545
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19546
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19547
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19548
0
    if (cfg->ShowWindowsRectsType < 0)
19549
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19550
0
    if (cfg->ShowTablesRectsType < 0)
19551
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19552
19553
0
    struct Funcs
19554
0
    {
19555
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19556
0
        {
19557
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19558
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19559
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19560
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19561
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19562
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19563
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19564
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19565
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19566
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19567
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate
19568
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); }
19569
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19570
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19571
0
            IM_ASSERT(0);
19572
0
            return ImRect();
19573
0
        }
19574
19575
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19576
0
        {
19577
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19578
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19579
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19580
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19581
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19582
0
            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19583
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19584
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19585
0
            IM_ASSERT(0);
19586
0
            return ImRect();
19587
0
        }
19588
0
    };
19589
19590
    // Tools
19591
0
    if (TreeNode("Tools"))
19592
0
    {
19593
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19594
0
        SameLine();
19595
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19596
0
        if (show_encoding_viewer)
19597
0
        {
19598
0
            static char buf[100] = "";
19599
0
            SetNextItemWidth(-FLT_MIN);
19600
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19601
0
            if (buf[0] != 0)
19602
0
                DebugTextEncoding(buf);
19603
0
            TreePop();
19604
0
        }
19605
19606
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19607
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19608
0
            DebugStartItemPicker();
19609
0
        SameLine();
19610
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19611
19612
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19613
0
        SameLine();
19614
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19615
19616
0
        Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool);
19617
0
        SameLine();
19618
0
        MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code.");
19619
19620
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19621
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19622
0
        SameLine();
19623
0
        SetNextItemWidth(GetFontSize() * 12);
19624
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19625
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19626
0
        {
19627
0
            BulletText("'%s':", g.NavWindow->Name);
19628
0
            Indent();
19629
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19630
0
            {
19631
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19632
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19633
0
            }
19634
0
            Unindent();
19635
0
        }
19636
19637
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19638
0
        SameLine();
19639
0
        SetNextItemWidth(GetFontSize() * 12);
19640
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19641
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19642
0
        {
19643
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19644
0
            {
19645
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19646
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19647
0
                    continue;
19648
19649
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19650
0
                if (IsItemHovered())
19651
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19652
0
                Indent();
19653
0
                char buf[128];
19654
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19655
0
                {
19656
0
                    if (rect_n >= TRT_ColumnsRect)
19657
0
                    {
19658
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19659
0
                            continue;
19660
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19661
0
                        {
19662
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19663
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19664
0
                            Selectable(buf);
19665
0
                            if (IsItemHovered())
19666
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19667
0
                        }
19668
0
                    }
19669
0
                    else
19670
0
                    {
19671
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19672
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19673
0
                        Selectable(buf);
19674
0
                        if (IsItemHovered())
19675
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19676
0
                    }
19677
0
                }
19678
0
                Unindent();
19679
0
            }
19680
0
        }
19681
0
        Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data
19682
19683
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19684
0
        SameLine();
19685
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19686
19687
0
        TreePop();
19688
0
    }
19689
19690
    // Windows
19691
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19692
0
    {
19693
        //SetNextItemOpen(true, ImGuiCond_Once);
19694
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19695
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19696
0
        if (TreeNode("By submission order (begin stack)"))
19697
0
        {
19698
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19699
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19700
0
            temp_buffer.resize(0);
19701
0
            for (ImGuiWindow* window : g.Windows)
19702
0
                if (window->LastFrameActive + 1 >= g.FrameCount)
19703
0
                    temp_buffer.push_back(window);
19704
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19705
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19706
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19707
0
            TreePop();
19708
0
        }
19709
19710
0
        TreePop();
19711
0
    }
19712
19713
    // DrawLists
19714
0
    int drawlist_count = 0;
19715
0
    for (ImGuiViewportP* viewport : g.Viewports)
19716
0
        drawlist_count += viewport->DrawDataP.CmdLists.Size;
19717
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19718
0
    {
19719
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19720
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19721
0
        for (ImGuiViewportP* viewport : g.Viewports)
19722
0
        {
19723
0
            bool viewport_has_drawlist = false;
19724
0
            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
19725
0
            {
19726
0
                if (!viewport_has_drawlist)
19727
0
                    Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19728
0
                viewport_has_drawlist = true;
19729
0
                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
19730
0
            }
19731
0
        }
19732
0
        TreePop();
19733
0
    }
19734
19735
    // Viewports
19736
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19737
0
    {
19738
0
        Indent(GetTreeNodeToLabelSpacing());
19739
0
        RenderViewportsThumbnails();
19740
0
        Unindent(GetTreeNodeToLabelSpacing());
19741
19742
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19743
0
        SameLine();
19744
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19745
0
        if (open)
19746
0
        {
19747
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19748
0
            {
19749
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19750
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19751
0
                    i, mon.DpiScale * 100.0f,
19752
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19753
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19754
0
            }
19755
0
            TreePop();
19756
0
        }
19757
19758
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19759
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19760
0
        {
19761
0
            static ImVector<ImGuiViewportP*> viewports;
19762
0
            viewports.resize(g.Viewports.Size);
19763
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19764
0
            if (viewports.Size > 1)
19765
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19766
0
            for (ImGuiViewportP* viewport : viewports)
19767
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19768
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19769
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19770
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19771
0
            TreePop();
19772
0
        }
19773
0
        for (ImGuiViewportP* viewport : g.Viewports)
19774
0
            DebugNodeViewport(viewport);
19775
0
        TreePop();
19776
0
    }
19777
19778
    // Details for Popups
19779
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19780
0
    {
19781
0
        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)
19782
0
        {
19783
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19784
0
            ImGuiWindow* window = popup_data.Window;
19785
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19786
0
                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19787
0
                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19788
0
        }
19789
0
        TreePop();
19790
0
    }
19791
19792
    // Details for TabBars
19793
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19794
0
    {
19795
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19796
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19797
0
            {
19798
0
                PushID(tab_bar);
19799
0
                DebugNodeTabBar(tab_bar, "TabBar");
19800
0
                PopID();
19801
0
            }
19802
0
        TreePop();
19803
0
    }
19804
19805
    // Details for Tables
19806
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19807
0
    {
19808
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19809
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19810
0
                DebugNodeTable(table);
19811
0
        TreePop();
19812
0
    }
19813
19814
    // Details for Fonts
19815
0
    ImFontAtlas* atlas = g.IO.Fonts;
19816
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19817
0
    {
19818
0
        ShowFontAtlas(atlas);
19819
0
        TreePop();
19820
0
    }
19821
19822
    // Details for InputText
19823
0
    if (TreeNode("InputText"))
19824
0
    {
19825
0
        DebugNodeInputTextState(&g.InputTextState);
19826
0
        TreePop();
19827
0
    }
19828
19829
    // Details for TypingSelect
19830
0
    if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0))
19831
0
    {
19832
0
        DebugNodeTypingSelectState(&g.TypingSelectState);
19833
0
        TreePop();
19834
0
    }
19835
19836
    // Details for Docking
19837
0
#ifdef IMGUI_HAS_DOCK
19838
0
    if (TreeNode("Docking"))
19839
0
    {
19840
0
        static bool root_nodes_only = true;
19841
0
        ImGuiDockContext* dc = &g.DockContext;
19842
0
        Checkbox("List root nodes", &root_nodes_only);
19843
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19844
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19845
0
        SameLine();
19846
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19847
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19848
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19849
0
                if (!root_nodes_only || node->IsRootNode())
19850
0
                    DebugNodeDockNode(node, "Node");
19851
0
        TreePop();
19852
0
    }
19853
0
#endif // #ifdef IMGUI_HAS_DOCK
19854
19855
    // Settings
19856
0
    if (TreeNode("Settings"))
19857
0
    {
19858
0
        if (SmallButton("Clear"))
19859
0
            ClearIniSettings();
19860
0
        SameLine();
19861
0
        if (SmallButton("Save to memory"))
19862
0
            SaveIniSettingsToMemory();
19863
0
        SameLine();
19864
0
        if (SmallButton("Save to disk"))
19865
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19866
0
        SameLine();
19867
0
        if (g.IO.IniFilename)
19868
0
            Text("\"%s\"", g.IO.IniFilename);
19869
0
        else
19870
0
            TextUnformatted("<NULL>");
19871
0
        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);
19872
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19873
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19874
0
        {
19875
0
            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)
19876
0
                BulletText("\"%s\"", handler.TypeName);
19877
0
            TreePop();
19878
0
        }
19879
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19880
0
        {
19881
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19882
0
                DebugNodeWindowSettings(settings);
19883
0
            TreePop();
19884
0
        }
19885
19886
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19887
0
        {
19888
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19889
0
                DebugNodeTableSettings(settings);
19890
0
            TreePop();
19891
0
        }
19892
19893
0
#ifdef IMGUI_HAS_DOCK
19894
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19895
0
        {
19896
0
            ImGuiDockContext* dc = &g.DockContext;
19897
0
            Text("In SettingsWindows:");
19898
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19899
0
                if (settings->DockId != 0)
19900
0
                    BulletText("Window '%s' -> DockId %08X DockOrder=%d", settings->GetName(), settings->DockId, settings->DockOrder);
19901
0
            Text("In SettingsNodes:");
19902
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19903
0
            {
19904
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19905
0
                const char* selected_tab_name = NULL;
19906
0
                if (settings->SelectedTabId)
19907
0
                {
19908
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19909
0
                        selected_tab_name = window->Name;
19910
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19911
0
                        selected_tab_name = window_settings->GetName();
19912
0
                }
19913
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19914
0
            }
19915
0
            TreePop();
19916
0
        }
19917
0
#endif // #ifdef IMGUI_HAS_DOCK
19918
19919
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19920
0
        {
19921
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19922
0
            TreePop();
19923
0
        }
19924
0
        TreePop();
19925
0
    }
19926
19927
    // Settings
19928
0
    if (TreeNode("Memory allocations"))
19929
0
    {
19930
0
        ImGuiDebugAllocInfo* info = &g.DebugAllocInfo;
19931
0
        Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount);
19932
0
        Text("Recent frames with allocations:");
19933
0
        int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf);
19934
0
        for (int n = buf_size - 1; n >= 0; n--)
19935
0
        {
19936
0
            ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size];
19937
0
            BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : "");
19938
0
        }
19939
0
        TreePop();
19940
0
    }
19941
19942
0
    if (TreeNode("Inputs"))
19943
0
    {
19944
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19945
0
        {
19946
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19947
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19948
0
            Indent();
19949
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19950
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19951
#else
19952
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19953
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19954
#endif
19955
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19956
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19957
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19958
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19959
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19960
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19961
0
            Unindent();
19962
0
        }
19963
19964
0
        Text("MOUSE STATE");
19965
0
        {
19966
0
            Indent();
19967
0
            if (IsMousePosValid())
19968
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19969
0
            else
19970
0
                Text("Mouse pos: <INVALID>");
19971
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19972
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19973
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19974
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19975
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19976
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19977
0
            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);
19978
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19979
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19980
0
            Unindent();
19981
0
        }
19982
19983
0
        Text("MOUSE WHEELING");
19984
0
        {
19985
0
            Indent();
19986
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19987
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19988
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19989
0
            Unindent();
19990
0
        }
19991
19992
0
        Text("KEY OWNERS");
19993
0
        {
19994
0
            Indent();
19995
0
            if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
19996
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19997
0
                {
19998
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19999
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
20000
0
                        continue;
20001
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
20002
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
20003
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
20004
0
                }
20005
0
            EndChild();
20006
0
            Unindent();
20007
0
        }
20008
0
        Text("SHORTCUT ROUTING");
20009
0
        {
20010
0
            Indent();
20011
0
            if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings))
20012
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
20013
0
                {
20014
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
20015
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
20016
0
                    {
20017
0
                        char key_chord_name[64];
20018
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
20019
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
20020
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
20021
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
20022
0
                        idx = routing_data->NextEntryIndex;
20023
0
                    }
20024
0
                }
20025
0
            EndChild();
20026
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20027
0
            Unindent();
20028
0
        }
20029
0
        TreePop();
20030
0
    }
20031
20032
0
    if (TreeNode("Internal state"))
20033
0
    {
20034
0
        Text("WINDOWING");
20035
0
        Indent();
20036
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
20037
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
20038
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
20039
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
20040
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
20041
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
20042
0
        Unindent();
20043
20044
0
        Text("ITEMS");
20045
0
        Indent();
20046
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
20047
0
        DebugLocateItemOnHover(g.ActiveId);
20048
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
20049
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
20050
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
20051
0
        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);
20052
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
20053
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
20054
0
        Unindent();
20055
20056
0
        Text("NAV,FOCUS");
20057
0
        Indent();
20058
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
20059
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
20060
0
        DebugLocateItemOnHover(g.NavId);
20061
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
20062
0
        Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData);
20063
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
20064
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
20065
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
20066
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
20067
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
20068
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
20069
0
        Unindent();
20070
20071
0
        TreePop();
20072
0
    }
20073
20074
    // Overlay: Display windows Rectangles and Begin Order
20075
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
20076
0
    {
20077
0
        for (ImGuiWindow* window : g.Windows)
20078
0
        {
20079
0
            if (!window->WasActive)
20080
0
                continue;
20081
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
20082
0
            if (cfg->ShowWindowsRects)
20083
0
            {
20084
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
20085
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20086
0
            }
20087
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
20088
0
            {
20089
0
                char buf[32];
20090
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
20091
0
                float font_size = GetFontSize();
20092
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
20093
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
20094
0
            }
20095
0
        }
20096
0
    }
20097
20098
    // Overlay: Display Tables Rectangles
20099
0
    if (cfg->ShowTablesRects)
20100
0
    {
20101
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
20102
0
        {
20103
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
20104
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
20105
0
                continue;
20106
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
20107
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
20108
0
            {
20109
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
20110
0
                {
20111
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
20112
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
20113
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
20114
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
20115
0
                }
20116
0
            }
20117
0
            else
20118
0
            {
20119
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
20120
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
20121
0
            }
20122
0
        }
20123
0
    }
20124
20125
0
#ifdef IMGUI_HAS_DOCK
20126
    // Overlay: Display Docking info
20127
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
20128
0
    {
20129
0
        char buf[64] = "";
20130
0
        char* p = buf;
20131
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
20132
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
20133
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
20134
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
20135
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
20136
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
20137
0
        int depth = DockNodeGetDepth(node);
20138
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
20139
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
20140
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
20141
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
20142
0
    }
20143
0
#endif // #ifdef IMGUI_HAS_DOCK
20144
20145
0
    End();
20146
0
}
20147
20148
// [DEBUG] Display contents of Columns
20149
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
20150
0
{
20151
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
20152
0
        return;
20153
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
20154
0
    for (ImGuiOldColumnData& column : columns->Columns)
20155
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));
20156
0
    TreePop();
20157
0
}
20158
20159
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
20160
0
{
20161
0
    using namespace ImGui;
20162
0
    PushID(label);
20163
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
20164
0
    Text("%s:", label);
20165
0
    if (!enabled)
20166
0
        BeginDisabled();
20167
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
20168
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
20169
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
20170
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
20171
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
20172
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
20173
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
20174
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); // Multiple flags
20175
0
    CheckboxFlags("NoDockingSplit", p_flags, ImGuiDockNodeFlags_NoDockingSplit);
20176
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
20177
0
    CheckboxFlags("NoDockingOver", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
20178
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
20179
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
20180
0
    CheckboxFlags("NoUndocking", p_flags, ImGuiDockNodeFlags_NoUndocking);
20181
0
    if (!enabled)
20182
0
        EndDisabled();
20183
0
    PopStyleVar();
20184
0
    PopID();
20185
0
}
20186
20187
// [DEBUG] Display contents of ImDockNode
20188
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
20189
0
{
20190
0
    ImGuiContext& g = *GImGui;
20191
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
20192
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
20193
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20194
0
    bool open;
20195
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20196
0
    if (node->Windows.Size > 0)
20197
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20198
0
    else
20199
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
20200
0
    if (!is_alive) { PopStyleColor(); }
20201
0
    if (is_active && IsItemHovered())
20202
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
20203
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
20204
0
    if (open)
20205
0
    {
20206
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
20207
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
20208
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
20209
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
20210
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
20211
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
20212
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
20213
0
        BulletText("Misc:%s%s%s%s%s%s%s",
20214
0
            node->IsDockSpace() ? " IsDockSpace" : "",
20215
0
            node->IsCentralNode() ? " IsCentralNode" : "",
20216
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
20217
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
20218
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
20219
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
20220
0
        {
20221
0
            if (BeginTable("flags", 4))
20222
0
            {
20223
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
20224
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
20225
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
20226
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
20227
0
                EndTable();
20228
0
            }
20229
0
            TreePop();
20230
0
        }
20231
0
        if (node->ParentNode)
20232
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
20233
0
        if (node->ChildNodes[0])
20234
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
20235
0
        if (node->ChildNodes[1])
20236
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
20237
0
        if (node->TabBar)
20238
0
            DebugNodeTabBar(node->TabBar, "TabBar");
20239
0
        DebugNodeWindowsList(&node->Windows, "Windows");
20240
20241
0
        TreePop();
20242
0
    }
20243
0
}
20244
20245
// [DEBUG] Display contents of ImDrawList
20246
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
20247
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
20248
0
{
20249
0
    ImGuiContext& g = *GImGui;
20250
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
20251
0
    int cmd_count = draw_list->CmdBuffer.Size;
20252
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
20253
0
        cmd_count--;
20254
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
20255
0
    if (draw_list == GetWindowDrawList())
20256
0
    {
20257
0
        SameLine();
20258
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
20259
0
        if (node_open)
20260
0
            TreePop();
20261
0
        return;
20262
0
    }
20263
20264
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
20265
0
    if (window && IsItemHovered() && fg_draw_list)
20266
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20267
0
    if (!node_open)
20268
0
        return;
20269
20270
0
    if (window && !window->WasActive)
20271
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
20272
20273
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
20274
0
    {
20275
0
        if (pcmd->UserCallback)
20276
0
        {
20277
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
20278
0
            continue;
20279
0
        }
20280
20281
0
        char buf[300];
20282
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
20283
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
20284
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
20285
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
20286
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
20287
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
20288
0
        if (!pcmd_node_open)
20289
0
            continue;
20290
20291
        // Calculate approximate coverage area (touched pixel count)
20292
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
20293
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
20294
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
20295
0
        float total_area = 0.0f;
20296
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
20297
0
        {
20298
0
            ImVec2 triangle[3];
20299
0
            for (int n = 0; n < 3; n++, idx_n++)
20300
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
20301
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
20302
0
        }
20303
20304
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
20305
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
20306
0
        Selectable(buf);
20307
0
        if (IsItemHovered() && fg_draw_list)
20308
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
20309
20310
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
20311
0
        ImGuiListClipper clipper;
20312
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
20313
0
        while (clipper.Step())
20314
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
20315
0
            {
20316
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
20317
0
                ImVec2 triangle[3];
20318
0
                for (int n = 0; n < 3; n++, idx_i++)
20319
0
                {
20320
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
20321
0
                    triangle[n] = v.pos;
20322
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
20323
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
20324
0
                }
20325
20326
0
                Selectable(buf, false);
20327
0
                if (fg_draw_list && IsItemHovered())
20328
0
                {
20329
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
20330
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20331
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
20332
0
                    fg_draw_list->Flags = backup_flags;
20333
0
                }
20334
0
            }
20335
0
        TreePop();
20336
0
    }
20337
0
    TreePop();
20338
0
}
20339
20340
// [DEBUG] Display mesh/aabb of a ImDrawCmd
20341
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
20342
0
{
20343
0
    IM_ASSERT(show_mesh || show_aabb);
20344
20345
    // Draw wire-frame version of all triangles
20346
0
    ImRect clip_rect = draw_cmd->ClipRect;
20347
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
20348
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
20349
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
20350
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
20351
0
    {
20352
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
20353
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
20354
20355
0
        ImVec2 triangle[3];
20356
0
        for (int n = 0; n < 3; n++, idx_n++)
20357
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
20358
0
        if (show_mesh)
20359
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
20360
0
    }
20361
    // Draw bounding boxes
20362
0
    if (show_aabb)
20363
0
    {
20364
0
        out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
20365
0
        out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
20366
0
    }
20367
0
    out_draw_list->Flags = backup_flags;
20368
0
}
20369
20370
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
20371
void ImGui::DebugNodeFont(ImFont* font)
20372
0
{
20373
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
20374
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
20375
0
    SameLine();
20376
0
    if (SmallButton("Set as default"))
20377
0
        GetIO().FontDefault = font;
20378
0
    if (!opened)
20379
0
        return;
20380
20381
    // Display preview text
20382
0
    PushFont(font);
20383
0
    Text("The quick brown fox jumps over the lazy dog");
20384
0
    PopFont();
20385
20386
    // Display details
20387
0
    SetNextItemWidth(GetFontSize() * 8);
20388
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
20389
0
    SameLine(); MetricsHelpMarker(
20390
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
20391
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
20392
0
        "You may oversample them to get some flexibility with scaling. "
20393
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
20394
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
20395
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
20396
0
    char c_str[5];
20397
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
20398
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
20399
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
20400
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
20401
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
20402
0
        if (font->ConfigData)
20403
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
20404
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
20405
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
20406
20407
    // Display all glyphs of the fonts in separate pages of 256 characters
20408
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
20409
0
    {
20410
0
        ImDrawList* draw_list = GetWindowDrawList();
20411
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
20412
0
        const float cell_size = font->FontSize * 1;
20413
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
20414
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
20415
0
        {
20416
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
20417
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
20418
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
20419
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
20420
0
            {
20421
0
                base += 4096 - 256;
20422
0
                continue;
20423
0
            }
20424
20425
0
            int count = 0;
20426
0
            for (unsigned int n = 0; n < 256; n++)
20427
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
20428
0
                    count++;
20429
0
            if (count <= 0)
20430
0
                continue;
20431
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
20432
0
                continue;
20433
20434
            // Draw a 16x16 grid of glyphs
20435
0
            ImVec2 base_pos = GetCursorScreenPos();
20436
0
            for (unsigned int n = 0; n < 256; n++)
20437
0
            {
20438
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
20439
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
20440
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
20441
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
20442
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
20443
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
20444
0
                if (!glyph)
20445
0
                    continue;
20446
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
20447
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
20448
0
                {
20449
0
                    DebugNodeFontGlyph(font, glyph);
20450
0
                    EndTooltip();
20451
0
                }
20452
0
            }
20453
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
20454
0
            TreePop();
20455
0
        }
20456
0
        TreePop();
20457
0
    }
20458
0
    TreePop();
20459
0
}
20460
20461
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
20462
0
{
20463
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
20464
0
    Separator();
20465
0
    Text("Visible: %d", glyph->Visible);
20466
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
20467
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
20468
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
20469
0
}
20470
20471
// [DEBUG] Display contents of ImGuiStorage
20472
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
20473
0
{
20474
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
20475
0
        return;
20476
0
    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)
20477
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
20478
0
    TreePop();
20479
0
}
20480
20481
// [DEBUG] Display contents of ImGuiTabBar
20482
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
20483
0
{
20484
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
20485
0
    char buf[256];
20486
0
    char* p = buf;
20487
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
20488
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
20489
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
20490
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
20491
0
    {
20492
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20493
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
20494
0
    }
20495
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
20496
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20497
0
    bool open = TreeNode(label, "%s", buf);
20498
0
    if (!is_active) { PopStyleColor(); }
20499
0
    if (is_active && IsItemHovered())
20500
0
    {
20501
0
        ImDrawList* draw_list = GetForegroundDrawList();
20502
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
20503
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20504
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
20505
0
    }
20506
0
    if (open)
20507
0
    {
20508
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20509
0
        {
20510
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20511
0
            PushID(tab);
20512
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20513
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20514
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20515
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20516
0
            PopID();
20517
0
        }
20518
0
        TreePop();
20519
0
    }
20520
0
}
20521
20522
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20523
0
{
20524
0
    SetNextItemOpen(true, ImGuiCond_Once);
20525
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20526
0
    {
20527
0
        ImGuiWindowFlags flags = viewport->Flags;
20528
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20529
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20530
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20531
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20532
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20533
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20534
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20535
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20536
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20537
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20538
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20539
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20540
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20541
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20542
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20543
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20544
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20545
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20546
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20547
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20548
0
        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)
20549
0
            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");
20550
0
        TreePop();
20551
0
    }
20552
0
}
20553
20554
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20555
0
{
20556
0
    if (window == NULL)
20557
0
    {
20558
0
        BulletText("%s: NULL", label);
20559
0
        return;
20560
0
    }
20561
20562
0
    ImGuiContext& g = *GImGui;
20563
0
    const bool is_active = window->WasActive;
20564
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20565
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20566
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20567
0
    if (!is_active) { PopStyleColor(); }
20568
0
    if (IsItemHovered() && is_active)
20569
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20570
0
    if (!open)
20571
0
        return;
20572
20573
0
    if (window->MemoryCompacted)
20574
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20575
20576
0
    ImGuiWindowFlags flags = window->Flags;
20577
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20578
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20579
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20580
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20581
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20582
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20583
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20584
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20585
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20586
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20587
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20588
0
    {
20589
0
        ImRect r = window->NavRectRel[layer];
20590
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20591
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20592
0
        else
20593
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20594
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20595
0
    }
20596
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20597
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20598
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20599
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20600
20601
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20602
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20603
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20604
0
    if (window->DockNode || window->DockNodeAsHost)
20605
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20606
20607
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20608
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20609
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20610
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20611
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20612
0
    {
20613
0
        for (ImGuiOldColumns& columns : window->ColumnsStorage)
20614
0
            DebugNodeColumns(&columns);
20615
0
        TreePop();
20616
0
    }
20617
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20618
0
    TreePop();
20619
0
}
20620
20621
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20622
0
{
20623
0
    if (settings->WantDelete)
20624
0
        BeginDisabled();
20625
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20626
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20627
0
    if (settings->WantDelete)
20628
0
        EndDisabled();
20629
0
}
20630
20631
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20632
0
{
20633
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20634
0
        return;
20635
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20636
0
    {
20637
0
        PushID((*windows)[i]);
20638
0
        DebugNodeWindow((*windows)[i], "Window");
20639
0
        PopID();
20640
0
    }
20641
0
    TreePop();
20642
0
}
20643
20644
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20645
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20646
0
{
20647
0
    for (int i = 0; i < windows_size; i++)
20648
0
    {
20649
0
        ImGuiWindow* window = windows[i];
20650
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20651
0
            continue;
20652
0
        char buf[20];
20653
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20654
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20655
0
        DebugNodeWindow(window, buf);
20656
0
        Indent();
20657
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20658
0
        Unindent();
20659
0
    }
20660
0
}
20661
20662
//-----------------------------------------------------------------------------
20663
// [SECTION] DEBUG LOG WINDOW
20664
//-----------------------------------------------------------------------------
20665
20666
void ImGui::DebugLog(const char* fmt, ...)
20667
0
{
20668
0
    va_list args;
20669
0
    va_start(args, fmt);
20670
0
    DebugLogV(fmt, args);
20671
0
    va_end(args);
20672
0
}
20673
20674
void ImGui::DebugLogV(const char* fmt, va_list args)
20675
0
{
20676
0
    ImGuiContext& g = *GImGui;
20677
0
    const int old_size = g.DebugLogBuf.size();
20678
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20679
0
    g.DebugLogBuf.appendfv(fmt, args);
20680
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20681
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20682
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20683
#ifdef IMGUI_ENABLE_TEST_ENGINE
20684
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine)
20685
        IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size);
20686
#endif
20687
0
}
20688
20689
void ImGui::ShowDebugLogWindow(bool* p_open)
20690
0
{
20691
0
    ImGuiContext& g = *GImGui;
20692
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20693
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20694
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20695
0
    {
20696
0
        End();
20697
0
        return;
20698
0
    }
20699
20700
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20701
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20702
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20703
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20704
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20705
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20706
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20707
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20708
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20709
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20710
20711
0
    if (SmallButton("Clear"))
20712
0
    {
20713
0
        g.DebugLogBuf.clear();
20714
0
        g.DebugLogIndex.clear();
20715
0
    }
20716
0
    SameLine();
20717
0
    if (SmallButton("Copy"))
20718
0
        SetClipboardText(g.DebugLogBuf.c_str());
20719
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20720
20721
0
    ImGuiListClipper clipper;
20722
0
    clipper.Begin(g.DebugLogIndex.size());
20723
0
    while (clipper.Step())
20724
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20725
0
        {
20726
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20727
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20728
0
            TextUnformatted(line_begin, line_end);
20729
0
            ImRect text_rect = g.LastItemData.Rect;
20730
0
            if (IsItemHovered())
20731
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20732
0
                {
20733
0
                    ImGuiID id = 0;
20734
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20735
0
                        continue;
20736
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20737
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20738
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20739
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20740
0
                        DebugLocateItemOnHover(id);
20741
0
                    p += 10;
20742
0
                }
20743
0
        }
20744
0
    if (GetScrollY() >= GetScrollMaxY())
20745
0
        SetScrollHereY(1.0f);
20746
0
    EndChild();
20747
20748
0
    End();
20749
0
}
20750
20751
//-----------------------------------------------------------------------------
20752
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL)
20753
//-----------------------------------------------------------------------------
20754
20755
// Draw a small cross at current CursorPos in current window's DrawList
20756
void ImGui::DebugDrawCursorPos(ImU32 col)
20757
0
{
20758
0
    ImGuiContext& g = *GImGui;
20759
0
    ImGuiWindow* window = g.CurrentWindow;
20760
0
    ImVec2 pos = window->DC.CursorPos;
20761
0
    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);
20762
0
    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);
20763
0
}
20764
20765
// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList
20766
void ImGui::DebugDrawLineExtents(ImU32 col)
20767
0
{
20768
0
    ImGuiContext& g = *GImGui;
20769
0
    ImGuiWindow* window = g.CurrentWindow;
20770
0
    float curr_x = window->DC.CursorPos.x;
20771
0
    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);
20772
0
    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);
20773
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);
20774
0
    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);
20775
0
    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);
20776
0
}
20777
20778
// Draw last item rect in ForegroundDrawList (so it is always visible)
20779
void ImGui::DebugDrawItemRect(ImU32 col)
20780
0
{
20781
0
    ImGuiContext& g = *GImGui;
20782
0
    ImGuiWindow* window = g.CurrentWindow;
20783
0
    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);
20784
0
}
20785
20786
// [DEBUG] Locate item position/rectangle given an ID.
20787
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20788
20789
void ImGui::DebugLocateItem(ImGuiID target_id)
20790
0
{
20791
0
    ImGuiContext& g = *GImGui;
20792
0
    g.DebugLocateId = target_id;
20793
0
    g.DebugLocateFrames = 2;
20794
0
}
20795
20796
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20797
0
{
20798
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20799
0
        return;
20800
0
    ImGuiContext& g = *GImGui;
20801
0
    DebugLocateItem(target_id);
20802
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20803
0
}
20804
20805
void ImGui::DebugLocateItemResolveWithLastItem()
20806
0
{
20807
0
    ImGuiContext& g = *GImGui;
20808
0
    ImGuiLastItemData item_data = g.LastItemData;
20809
0
    g.DebugLocateId = 0;
20810
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20811
0
    ImRect r = item_data.Rect;
20812
0
    r.Expand(3.0f);
20813
0
    ImVec2 p1 = g.IO.MousePos;
20814
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20815
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20816
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20817
0
}
20818
20819
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20820
void ImGui::UpdateDebugToolItemPicker()
20821
0
{
20822
0
    ImGuiContext& g = *GImGui;
20823
0
    g.DebugItemPickerBreakId = 0;
20824
0
    if (!g.DebugItemPickerActive)
20825
0
        return;
20826
20827
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20828
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20829
0
    if (IsKeyPressed(ImGuiKey_Escape))
20830
0
        g.DebugItemPickerActive = false;
20831
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20832
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20833
0
    {
20834
0
        g.DebugItemPickerBreakId = hovered_id;
20835
0
        g.DebugItemPickerActive = false;
20836
0
    }
20837
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20838
0
        if (change_mapping && IsMouseClicked(mouse_button))
20839
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20840
0
    SetNextWindowBgAlpha(0.70f);
20841
0
    if (!BeginTooltip())
20842
0
        return;
20843
0
    Text("HoveredId: 0x%08X", hovered_id);
20844
0
    Text("Press ESC to abort picking.");
20845
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20846
0
    if (change_mapping)
20847
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20848
0
    else
20849
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20850
0
    EndTooltip();
20851
0
}
20852
20853
// [DEBUG] ID Stack Tool: update queries. Called by NewFrame()
20854
void ImGui::UpdateDebugToolStackQueries()
20855
0
{
20856
0
    ImGuiContext& g = *GImGui;
20857
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20858
20859
    // Clear hook when id stack tool is not visible
20860
0
    g.DebugHookIdInfo = 0;
20861
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20862
0
        return;
20863
20864
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20865
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20866
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20867
0
    if (tool->QueryId != query_id)
20868
0
    {
20869
0
        tool->QueryId = query_id;
20870
0
        tool->StackLevel = -1;
20871
0
        tool->Results.resize(0);
20872
0
    }
20873
0
    if (query_id == 0)
20874
0
        return;
20875
20876
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20877
0
    int stack_level = tool->StackLevel;
20878
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20879
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20880
0
            tool->StackLevel++;
20881
20882
    // Update hook
20883
0
    stack_level = tool->StackLevel;
20884
0
    if (stack_level == -1)
20885
0
        g.DebugHookIdInfo = query_id;
20886
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20887
0
    {
20888
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20889
0
        tool->Results[stack_level].QueryFrameCount++;
20890
0
    }
20891
0
}
20892
20893
// [DEBUG] ID Stack tool: hooks called by GetID() family functions
20894
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20895
0
{
20896
0
    ImGuiContext& g = *GImGui;
20897
0
    ImGuiWindow* window = g.CurrentWindow;
20898
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20899
20900
    // Step 0: stack query
20901
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20902
0
    if (tool->StackLevel == -1)
20903
0
    {
20904
0
        tool->StackLevel++;
20905
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20906
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20907
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20908
0
        return;
20909
0
    }
20910
20911
    // Step 1+: query for individual level
20912
0
    IM_ASSERT(tool->StackLevel >= 0);
20913
0
    if (tool->StackLevel != window->IDStack.Size)
20914
0
        return;
20915
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20916
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20917
20918
0
    switch (data_type)
20919
0
    {
20920
0
    case ImGuiDataType_S32:
20921
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20922
0
        break;
20923
0
    case ImGuiDataType_String:
20924
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20925
0
        break;
20926
0
    case ImGuiDataType_Pointer:
20927
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20928
0
        break;
20929
0
    case ImGuiDataType_ID:
20930
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20931
0
            return;
20932
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20933
0
        break;
20934
0
    default:
20935
0
        IM_ASSERT(0);
20936
0
    }
20937
0
    info->QuerySuccess = true;
20938
0
    info->DataType = data_type;
20939
0
}
20940
20941
static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20942
0
{
20943
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20944
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20945
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20946
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20947
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20948
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20949
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20950
0
        return (*buf = 0);
20951
#ifdef IMGUI_ENABLE_TEST_ENGINE
20952
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20953
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20954
#endif
20955
0
    return ImFormatString(buf, buf_size, "???");
20956
0
}
20957
20958
// ID Stack Tool: Display UI
20959
void ImGui::ShowIDStackToolWindow(bool* p_open)
20960
0
{
20961
0
    ImGuiContext& g = *GImGui;
20962
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20963
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20964
0
    if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20965
0
    {
20966
0
        End();
20967
0
        return;
20968
0
    }
20969
20970
    // Display hovered/active status
20971
0
    ImGuiIDStackTool* tool = &g.DebugIDStackTool;
20972
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20973
0
    const ImGuiID active_id = g.ActiveId;
20974
#ifdef IMGUI_ENABLE_TEST_ENGINE
20975
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20976
#else
20977
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20978
0
#endif
20979
0
    SameLine();
20980
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20981
20982
    // CTRL+C to copy path
20983
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20984
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20985
0
    SameLine();
20986
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20987
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20988
0
    {
20989
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20990
0
        char* p = g.TempBuffer.Data;
20991
0
        char* p_end = p + g.TempBuffer.Size;
20992
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20993
0
        {
20994
0
            *p++ = '/';
20995
0
            char level_desc[256];
20996
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20997
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20998
0
            {
20999
0
                if (level_desc[n] == '/')
21000
0
                    *p++ = '\\';
21001
0
                *p++ = level_desc[n];
21002
0
            }
21003
0
        }
21004
0
        *p = '\0';
21005
0
        SetClipboardText(g.TempBuffer.Data);
21006
0
    }
21007
21008
    // Display decorated stack
21009
0
    tool->LastActiveFrame = g.FrameCount;
21010
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
21011
0
    {
21012
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
21013
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
21014
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
21015
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
21016
0
        TableHeadersRow();
21017
0
        for (int n = 0; n < tool->Results.Size; n++)
21018
0
        {
21019
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
21020
0
            TableNextColumn();
21021
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
21022
0
            TableNextColumn();
21023
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
21024
0
            TextUnformatted(g.TempBuffer.Data);
21025
0
            TableNextColumn();
21026
0
            Text("0x%08X", info->ID);
21027
0
            if (n == tool->Results.Size - 1)
21028
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
21029
0
        }
21030
0
        EndTable();
21031
0
    }
21032
0
    End();
21033
0
}
21034
21035
#else
21036
21037
void ImGui::ShowMetricsWindow(bool*) {}
21038
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
21039
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
21040
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
21041
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
21042
void ImGui::DebugNodeFont(ImFont*) {}
21043
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
21044
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
21045
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
21046
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
21047
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
21048
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
21049
21050
void ImGui::DebugLog(const char*, ...) {}
21051
void ImGui::DebugLogV(const char*, va_list) {}
21052
void ImGui::ShowDebugLogWindow(bool*) {}
21053
void ImGui::ShowIDStackToolWindow(bool*) {}
21054
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
21055
void ImGui::UpdateDebugToolItemPicker() {}
21056
void ImGui::UpdateDebugToolStackQueries() {}
21057
21058
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
21059
21060
//-----------------------------------------------------------------------------
21061
21062
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
21063
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
21064
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
21065
#include "imgui_user.inl"
21066
#endif
21067
21068
//-----------------------------------------------------------------------------
21069
21070
#endif // #ifndef IMGUI_DISABLE